Commit Graph
913 Commits
Author SHA1 Message Date
Antonino Di Guardo 028d1e8f4a Fix some VFS issues - #19378 2026-09-10 18:56:40 +00:00
Megamouse 65c8fb5699 big picture: initialize missing input handlers
We need to init the input handlers, otherwise we have a chance to crash
when the fxo is used in some input loop
2026-09-03 11:13:13 +02:00
Megamouse 6a5eb794cb Parse games dir before entering big picture mode 2026-09-01 23:20:37 +02:00
Megamouse 44a2e4d663 Loader: Only use a single thread when installing packages from an optical drive 2026-08-31 21:04:33 +02:00
BeezBumba fdcfded8df Add Big Picture Mode using RSX overlay UI 2026-08-25 11:11:08 +00:00
Megamouse d6d5c60823 ISO: mark archive as invalid on error and add sanity checks 2026-08-10 14:45:00 +02:00
Megamouse 58ef670992 Add file path validations during extraction 2026-08-10 12:35:49 +02:00
Elad 942feb64a3 Fix Emu.IsVsh() to fix liblv2.sprx load for PS1 classics 2026-07-28 12:16:35 +03:00
Megamouse 4003b017f5 Fix PS1 classics shortcuts 2026-07-09 22:14:11 +02:00
Megamouse c05832b705 Move unsafe raw pointer write_to_ptr and read_from_ptr to write_to_ptr_unsafe and read_from_ptr_unsafe 2026-07-01 22:49:00 +03:00
Elad 99d15190e5 PPU: Cleanup MacOs executable write protection guards 2026-07-01 19:31:41 +03:00
Cicero Hellmann RattiandElad 6647c5a2bd Fallback unsupported database SPU decoder on ARM64 (#18651)
## Summary
- fall back from database-applied `SPU Decoder: Recompiler (ASMJIT)` to
`Recompiler (LLVM)` on ARM64 builds during boot
- log the fallback in `fixup_settings()` instead of letting SPU
initialization fail later

## Problem
`Need for Speed: Most Wanted [BLES01659]` receives `SPU Decoder:
Recompiler (ASMJIT)` from the config database. On ARM64 builds that
decoder is unsupported, which caused RPCS3 to abort during SPU
initialization with `Unsupported spu decoder` while the UI remained on
the loading screen.

## Validation
- built RPCS3 locally on macOS Apple Silicon
- booted `BLES01659` through the database config path with the custom
per-game override temporarily removed
- verified the log now shows the ARM64 fallback warning and `SPU
Decoder: Recompiler (LLVM)` instead of the previous fatal error
- observed the title proceed past the old boot blocker into active RSX
program compilation

---------

Co-authored-by: Elad <18193363+elad335@users.noreply.github.com>
2026-07-01 11:08:54 +00:00
Megamouse c7478d6dcc Use more std::string_view 2026-06-21 21:01:39 +02:00
Antonino Di Guardo 2af7b58ce4 fix double path delimiter (#18923)
A cosmetic fix. It removes a double delimiter at the end of a path in
`games.yml` when using `VFS games` path.
2026-06-21 19:38:03 +02:00
Megamouse 5252f47a33 Use more std::move 2026-06-13 19:08:16 +02:00
Megamouse 3fa1241ac0 Initialize render_creator in headless mode 2026-06-02 21:49:09 +02:00
Megamouse 62747bb40d Set OpenGl as default renderer if vulkan is not supported 2026-06-02 21:49:09 +02:00
Megamouse 44b33f1962 Force renderer to default renderer if not supported 2026-06-02 21:49:09 +02:00
Megamouse cc999d4210 Force disable some settings in headless mode 2026-06-02 21:49:09 +02:00
Megamouse dd81c92a02 Fix compilation on VS 2026 2026-05-24 21:05:29 +02:00
Elad a545fe92a0 SPU: Log Mega SPU programs properly 2026-05-14 10:42:20 +03:00
schm1dtmacandElad fb1c1eeaef [System] Fix restart-loops upon restart-then-quit (#18723)
I observed under macOS (although the bug seems platform agnostic to me)
that when restarting a game, then subsequently quitting it, I'd get
stuck in a 'restart loop' where the game would restart upon completely
shutting down, and this would repeat every time I tried to close the
game until I gave up & force quit RPCS3. Seems like for whatever reason,
the use of std::move didn't actually guarantee that after_kill_callback
got nuked if at all, so all I've done is take a hammer to the fucker and
manually set it to nullptr after being called.

Co-authored-by: Elad <18193363+elad335@users.noreply.github.com>
2026-05-11 17:00:45 +00:00
AurisDSP 6850e2e5a8 Apple Silicon: consolidate JIT W^X handling with RAII guards
Address review feedback on #18701 (cc @elad335): combine the SPU
worker fix from #18701, the SPRX Loader fix from #18703, and three
additional similar W^X leaks discovered while auditing the codebase
for the same pattern. Use Allman-style braces to match RPCS3 coding
style.

Background:
On AArch64 Apple Silicon, MAP_JIT pages enforce W^X per-thread.
pthread_jit_write_protect_np(false) enables write mode and
pthread_jit_write_protect_np(true) restores execute mode. When code
takes an early return or throws between these calls, the thread is
left in write mode, which can cause segfaults on subsequent code
fetches or inconsistent state at thread teardown.

Fixes applied (all gated on __APPLE__):

1. Emu/Cell/SPUCommonRecompiler.cpp - SPU cache worker thread
   Add RAII guard so execute mode is restored on worker exit.

2. Emu/System.cpp - SPRX Loader thread
   Enter write mode (was missing entirely) so ppu_initialize() and
   ppu_precompile() can write to MAP_JIT pages, and pair with an
   RAII guard. Reproducer: Red Dead Redemption (BLUS30418) crashes
   ~12s into boot at 0x300010000 without this fix.

3. Emu/Cell/SPULLVMRecompiler.cpp - SPU LLVM compile path
   The compile function enters write mode, then has an early
   "return nullptr" path on rebuild_ubertrampoline failure that
   skipped the explicit restore. Add RAII guard so execute mode
   is restored on every exit path. The existing explicit restore
   before the cache-flush asm directives is preserved.

4. Emu/Cell/PPUThread.cpp - PPU LLVM worker thread (operator())
   Worker entered write mode but never restored it on operator()
   return. Add RAII guard.

5. Emu/Cell/PPUThread.cpp - ppu_initialize() main path
   This scope alternates write/execute mode and contains an early
   "return compiled_new" at the empty-jits check plus a final
   return that both leak write mode. Add RAII guard so execute
   mode is always restored on exit. Intermediate explicit
   transitions for the symbol-resolver invocation are preserved.

No behavioral change on x86_64 or non-Apple ARM64 (all changes are
inside #ifdef __APPLE__ / #if defined(__APPLE__)).

Supersedes #18703.
2026-05-09 15:07:22 +03:00
Vishrut Sachan ca87d103fd game_list: Add multi-game collection support for ISO format discs 2026-05-03 10:14:44 +03:00
Megamouse 14ca11fdf4 Fix uninizialized member warning 2026-04-30 14:15:29 +02:00
Megamouse 7bc08d05c6 Add some more logging for use of database config 2026-04-30 14:15:29 +02:00
Antonino Di Guardo b212935c70 Add support to play from a BD Drive (currently only on Windows) (#18648)
Follow up of #18345 to add support (currently only on `Windows`; see
notes below) for playing a PS3 disc game directly from a Blu-Ray Disc
Drive.

### HOW IT WORKS:
- The BD drive can be added as any other game so from `VFS games` or
from `Add Games` menu. In case it is selected from `VFS games`, any
attempt to write files is discarded, e.g. file `Disc Games Can Be Put
Here For Automatic Detection.txt`
- It scans the default redump keys folder `<rpcs3>/data/redump` (it
currently needs to be manually created due it is not yet provided by
rpcs3 installation) to find a matching decryption key

### NOTES:
- Support is currently provided on `Windows` where I can fully test it.
I cannot test under other OS. However, the additions needed for the
other OS are limited only on `fs::file.h/cpp`. In particular inside the
following new functions:
  - `bool is_optical_raw_device(const std::string& path);`
- `bool get_optical_raw_device(const std::string& path, std::string*
raw_device = nullptr);`
- Icons etc. are always refreshed (ISO cache cannot be used due `mtime`
on raw device is not available and any cache check would always fail)
- Code in `ISO.h/cpp` needed some rework to properly manage a read on a
raw device (alignment on offset, size and memory is mandatory). The BD
drive needs to be detected as a file, not as a folder

### MINOR FIXES:
- Fixed wrong specifier used in logging on `ISO.h/cpp`
2026-04-29 05:42:49 +03:00
digant73 e5af69d7b2 Add recursive scan support 2026-04-20 22:04:54 +03:00
Megamouse bd5c10fd48 Fix database config application in continuous mode 2026-04-19 15:25:57 +02:00
Megamouse d3804de243 Loader: try to retrieve database config if not booted through the UI 2026-04-19 15:25:57 +02:00
Megamouse 7a4d7aa936 Improve quit logging 2026-04-19 15:25:57 +02:00
Megamouse 1cdc401cc5 Use database per default, remove global 2026-04-16 01:18:05 +02:00
Megamouse 50d6396f99 implement config db 2026-04-16 01:18:05 +02:00
oltolm f463c128e3 Fix ASan fatal-report access during emulator teardown 2026-04-11 14:01:38 +03:00
Megamouse 44dc29e52b Qt: Add some some more thread names 2026-03-30 10:58:19 +02:00
Megamouse ab03d76ed6 overlays: show latching message for fatal errors 2026-03-30 10:13:05 +02:00
Elad 976cd1ce66 SaveStates: Fix restart after saving 2026-03-27 22:22:40 +03:00
Elad bb3e2689d4 Thread.cpp: Fix game exit on access violation
Fixes game closing in Twisted Metal.
This commit also aloows to debug such states by using cpu_flag::req_exit as a broker
2026-03-26 13:55:00 +02:00
Darkhost1999 6523afa69a overlays/home: Fix restarting games from home menu 2026-03-17 21:39:18 +01:00
Megamouse 6c48bd8f93 Fix callback initialization order
We need to initialize the emu callbacks before creating the main window.
Otherwise CallFromMainThread segs since call_from_main_thread is null.
The same goes for the CallFromMainThread connect in gui_application.
If we create the connection too late, we will simply never wake up the
caller and therefore softlock eventually.
2026-03-16 09:49:42 +01:00
Megamouse 433816148a Fix iso shortcuts 2026-03-15 19:02:32 +01:00
silviolet ebf9374ccd Fixed typos in rpcs3/System.cpp
- changed string containing a typo buyes -> bytes
- capitalized ps2/ps3 to PS2/PS3
2026-02-04 11:54:50 +02:00
Tuna Celik 086ab3cb37 Fix for an emulation shutdown hang 2026-01-29 23:25:56 +02:00
Megamouse ec7f666c6b Loader: Fix graceful Emu Restart
This wasn't working because GracefulShutdown was guarding the boot
2026-01-12 15:45:27 +01:00
Megamouse cf94be2aac ISO: reset m_path to original path during Restart 2026-01-12 15:45:27 +01:00
Megamouse a8624682a7 ISO: add some logging 2026-01-10 12:14:09 +01:00
Megamouse 19129eddd7 Qt: ISO clean up
Should fix some potential Qt bugs as well
2026-01-10 06:36:58 +01:00
Functionable a53f2fc7b9 ISO: Fix save states in games with multiple executables
- Some games will load into a different executable from EBOOT.BIN, and
attempting to restore those games from savestate causes the game to
crash immediately.
- This commit repurposes the disc_info field in a savestate generated
from an ISO game to store the running game executable at the time of the
save state.
2026-01-09 14:40:51 +02:00
Functionable f4dffd985b ISO: Fix argv[0] being set to a garbage value
- Due to GetCallbacks().resolve_path behaviour being reverted in a prior
commit, resolved_path will not have the path to the game executable.
This causes issues when setting argv[0] to the game executable path and
apparently breaks some games which may rely on this value.
2026-01-09 14:40:51 +02:00
Functionable 59a1f81e86 ISO: Game loading fixes
- After undoing the changes to do with resolve_path, loading game
updates was broken. This required the condition to be changed to check
for launching_from_disc_archive.
- When attempting to load an update for an ISO game,
inherited_ps3_game_path needs to be set otherwise launching the updated
game will fail.
- An additional check was added to ensure that the inherited vitual game
directory isn't saved as the game path in games.yml.
- Fixed attempting to load an updated ISO game by launching its updated
executable, which can happen when loading a savestate for a game with
updates, the emulator would crash before.
- Unload ISO file when Load() fails, otherwise ISO loading might be
stuck in a broken state.
2026-01-09 14:40:51 +02:00