* Implement mods folder
* Add logging when modified files exist
* get mod folder entries in MntPoints::IterateDirectory
* support eboot from mods folder
[Render.Vulkan] <error> (shadPS4:Main) vk_platform.cpp:58 DebugUtilsCallback: VUID-vkDestroyImage-image-01000: vkDestroyImage(): can't be called on VkImage 0x850000000085[Frame image #2] that is currently in use by VkCommandBuffer 0x560ea08752c0[CommandPool: Command Buffer 2].
The Vulkan spec states: All submitted commands that refer to image, either directly or via a VkImageView, must have completed execution (https://docs.vulkan.org/spec/latest/chapters/resources.html#VUID-vkDestroyImage-image-01000)
Finish needed because of:
[Render.Vulkan] <error> (shadPS4:Main) vk_platform.cpp:58 DebugUtilsCallback: VUID-vkEndCommandBuffer-commandBuffer-00059: vkEndCommandBuffer(): Cannot be called for VkCommandBuffer 0x55c62bfbb580[CommandPool: Command Buffer 3] when it is not in a recording state, vkBeginCommandBuffer() must first be called.
The Vulkan spec states: commandBuffer must be in the recording state (https://docs.vulkan.org/spec/latest/chapters/cmdbuffers.html#VUID-vkEndCommandBuffer-commandBuffer-00059)
Validation Error: [ VUID-vkDestroyDevice-device-05137 ] | MessageID = 0x4872eaa0
vkDestroyDevice(): Object Tracking - For VkDevice 0x55ac6bd22670, VkDescriptorPool 0x300000000030 has not been destroyed.
The Vulkan spec states: All child objects created on device that can be destroyed or freed must have been destroyed or freed prior to destroying device (https://docs.vulkan.org/spec/latest/chapters/devsandqueues.html#VUID-vkDestroyDevice-device-05137)
Objects: 1
[0] VkDescriptorPool 0x300000000030
* WIP: imgui translations
* fallback to original strings if tables are incomplete
* reorder things a bit
* construct tables as consts
* Update imgui_translations.h
* multiple controllers v2
* the c language formatter tool
* review comments (the easy ones)
* c++ copy semantics
* correct error return for remotes without the system user id
* update pad handle handling logic
* controller override colour
* Log filters cleanup
* Clearer dialog options for config update
* Smaller button labels
These don't auto-resize, and I don't want to read SDL's docs for something so small.
* using new emulator_settings
* the default user is now just player one
* transfer install, addon dirs
* fix load custom config issue
* initial openal backend
* linux fix?
* camera module updated
---------
Co-authored-by: kalaposfos13 <153381648+kalaposfos13@users.noreply.github.com>
* using new emulator_settings
* the default user is now just player one
* transfer install, addon dirs
* fix load custom config issue
* initial openal backend
* linux fix?
---------
Co-authored-by: kalaposfos13 <153381648+kalaposfos13@users.noreply.github.com>
* using new emulator_settings
* the default user is now just player one
* transfer install, addon dirs
* fix load custom config issue
---------
Co-authored-by: kalaposfos13 <153381648+kalaposfos13@users.noreply.github.com>
It's possible we're merging with a later memory area. If that occurred here, we would end up iterating past where we need to be, which then messes up logic.
SDL_SetWindowFullscreen is asynchronous on Windows. Without
SDL_SyncWindow, the window may not have finished transitioning
to borderless fullscreen before the Vulkan surface and swapchain
are created, causing borderless mode to silently fail at startup.
This is most visible with Immediate (No VSync) present mode where
the swapchain is created quickly, but the fix is correct for all
present modes.
SDL3 docs state: "On asynchronous windowing systems, this acts as a
synchronization barrier for pending window state." and SDL_SyncWindow
is listed as the recommended follow-up to SDL_SetWindowFullscreen.
https://wiki.libsdl.org/SDL3/SDL_SyncWindowFixes#3945
* int32-modifiers
GCN VOP3 abs/neg modifier bits always operate on the sign bit (bit 31)
regardless of instruction type. For integer operands this means:
abs = clear bit 31 (x & 0x7FFFFFFF)
neg = toggle bit 31 (x ^ 0x80000000)
* int64-modifiers
Previously GetSrc64<IR::U64> completely ignored input modifiers
for integer operands. Now unpacks to two U32s, modifies the high
dword's bit 31 (= bit 63 of the 64-bit value), and repacks.
* V_MUL_LEGACY_F32
GCN V_MUL_LEGACY_F32: if either source is zero, result is +0.0
regardless of the other operand (even NaN or Inf). Standard IEEE
multiply produces NaN for 0*Inf. The fix adds a zero-check select
before the multiply.
* fallback for IMAGE_STORE_MIP when not natively supported
* Lod should be treated as absolute, independent of sharp's base_level (judging by other implemented instructions)
* fix descriptor set layouts
* dumb error
* force fallback for testing
* treat Lod as relative to base_level
* optimization when lod index is constant
* Test
* More robust logic for storing and freeing dummy data
Anything heap allocated is invalidated when the function returns. Use malloc to allocate the string instead, and make sure to free those allocations in sceSslFreeCaCerts.
* Fix game arguments.
Tested with Crash Team Racing Nitro Fueled
* Fix the fix
This callback runs unconditionally, so only perform erase if we actually place anything in gameArgs
Now that dynamic HLE loads happen after the eboot loads, HLEs for most "preload" modules wouldn't detect if you didn't have libSceRtc dumped. This was because, while we stored all the new symbols from the HLE lib, we weren't relocating loaded modules to use these symbols.
* To implement ImageAtomicCmpSwap
...but it doesn't work, so here it shall stay.
* a fix
* Clang
* Add to MayHaveSideEffects
I missed this while digging through IR code.
* improve signal emulation
* make the sce function use the new posix ones
* ifdefing away the issues
* fix me being very tired yesterday night
* let macOS handle SIGRT signals with the native sigaction call instead of an early error return
* windows still has no clue what the fuck is going on
* the loathsome clang-formatter
* fix oact
* return the guest handler, not the host one
* Clear any existing signal mask for game threads.
* don't rely on implementation specific things
* Fix Windows support and sceKernelRaiseException bug
* Review suggestions
@kalaposfos13 suggested I push these.
---------
Co-authored-by: Stephen Miller <56742918+StevenMiller123@users.noreply.github.com>
* Replace sysmodule enums with table
Dumped this from the 12.52 module, using a script I created.
* Better documentation
* Separate from system libraries
That system folder is going to be getting quite large if I left all the sysmodule stuff in there.
* More arrays from library
* Found another preload list
Ghidra really hates decompiling libSceSysmodule, so I didn't notice this one at first.
Also documented specific versions tied to each preload list.
* Start work on implementation
* Some basic implementations
* Initial stub for module loading
Just enough to see if the logic functions appropriately.
* Clang
* sceSysmoduleLoadModule
Now I need to get sceSysmodulePreloadModuleForLibkernel done so that we don't have bugs from not loading internal LLEs.
* sceSysmoduleLoadModuleInternal
* sceSysmodulePreloadModuleForLibkernel
I have successfully broken quite literally everything.
I shall debug this tomorrow.
* Slight fix
* Maybe fix?
* Change log
Enjoy the log spam 😄
* Increased defined stub count
Now that libc and libSceLibcInternal loads later, all the auto stubs are getting consumed by it.
* sceSysmoduleUnloadModule stub
Also a couple fixes. Sysmodule does pass argc and argv to game modules, but only after loading them once to check binaries.
Shouldn't matter for the most part.
* Clang
* Less stubs
2 thousand is seemingly enough.
* sceSysmoduleLoadModuleInternalWithArg
Doesn't hurt to have, since Apex Legends calls it.
* Oops
* Oops 2
* Rename isModuleLoaded to getModuleHandle
Review comment
* Remove debug game module loads
These cases only trigger when specific sceRegMgr key values are set, and for our purposes, we can treat that case as false.
* Allow preloading to fail
For kalaposfos
* Clang
* stencil fixes hope it fixes driveclub
* revert image copy to the one that had driveclub worked
* reverted texture cache change
* some more fixes and reverts
* added logging for overlap again
Cyberpunk's issue seems to actually come from the incrementing in the loop. It wasn't clear while debugging, but the problem is that the pattern the game supplies causes match to fail when str_wild_it hits the end, and then tries iterating past end due to the loop condition.
Our pattern matching code seems broken for the case Cyberpunk triggers, but since I'm not aware of the intricacies of how real hardware behaves, best to just revert the loop condition change and instead break the loop before the broken iteration.
* Force resolver errors when not connected to network
Error values are based on real hardware testing.
sceNetResolverGetError is based on libSceNet decompilation.
* Update net_resolver.h
* Remove dead code from EqueueInternal::WaitForEvents
No longer necessary now that we avoid using small timers when falling back on equeue logic.
* Refactor type names
Might as well
* Properly define OrbisKernelEqueue as a handle
Most of the functions using an "OrbisKernelEqueue" call directly into kevent. Therefore, OrbisKernelEqueue should be a equeue handle.
* Clang
* Widen OrbisKernelEqueue type
On real hardware, it's some value that contains the handle, as opposed to just the handle itself.
* kqueue implementation
The easy part
* Hardware-accurate timer data
Needed to make kevent simpler for these uses.
* Move callback scheduling to EqueueInternal::AddEvent
kevent would become excessively bloated if I needed to deal with that in there.
* posix_kevent
kevent is a bit of a pain, for now I've implemented as much as libkernel actually uses for it's wrappers, and left error logs to skip behavior when necessary.
* Log calls
* Apple, why are you calling fstat on an equeue?
* Change thread pausing to use SIGTRMIN on UNIX
* Allow handling of the rest of the signals
* Add orbis-native signal number conversion and fix a few bugs
* ifdefing away the issues
* add check for mac for the signal that's used for thread pausing there
* Add a few more registers
* Don't break HLE memory tracking
Now, if a guest app installs a handler for SIGSEGV/SIGBUS/SIGILL, that'll be handled by keeping the original signal handler, and if we can't handle the signal ourselves (as in it didn't come from HLE memory tracking), we pass it on to the guest
* copyright 2026
* +
* Ignore enabled flag on critical log entries
This ensures critical errors (asserts and unreachables) are logged when the log file exceeds 100MB, or when logging is disabled.
* I apparently need sleep
* Fix vblank event data
* Various logical fixes for timer events
Store timer timeouts in nanoseconds now, properly handle event "replacement", avoid employing small timers when adding events to equeues, fix stored timer data
* Clang
* fixed image copy to ignore stencil aspect
* Added logging for "Encountered unresolvable image overlap with equal memory address."
* fixed overlap issues with different pitch , added more detailed logging for rest of overlap issues
* improved log error
* maybe mipmaps ?
* array layers or different mip map range
* rewrote case new image has fewer mip levels than cached image
* array with 2 layers?
* last case
* improved
* no it didn't work
* Hardcoded limit to pending flips
Real hardware has a fixed-size queue, and doesn't depend on the number of registered buffers.
While the kernel supposedly uses an array of 18 elements, my tests suggest the cap is 16 pending flips.
* Assert on trying to flip unregistered buffer
I haven't seen anything do this intentionally yet, but I do have cases where games do this unintentionally (do to unimplemented functions).
* There is a mountain of evidence suggesting that flip_arg for these functions should be a 64-bit integer.
This fixes "memory" errors in some Unity titles.
* oops
* Fix sceVideoOutGetEventData
This bug went unnoticed for a while because the selection of Unity games I had at the time didn't actually care.
This + the prior fix is needed for Unity titles.
* Improve stack clearing logic in ExecuteGuest
Added a check for fiber stacks before clearing the stack in ExecuteGuest.
That fixes Gravity Rush 2 crash on Windows.
* Refactor ExecuteGuest to simplify stack clearing logic
This enough for GR2
* Recover thread initialization in ExecuteGuest function
* Enhance null check for thread control block
* Fix condition to check tcb before clearing stack
* Don't clear events that don't need clearing
Unless the event has the clear flag, it will be returned multiple times after triggering.
* Fix event flags
As older code suggests, the PS4 kernel does append the clear flag to various event types internally. This is visible when observing the returned event data from sceKernelWaitEqueue (or kevent, if you're feeling ambitious)
Add flag is also removed from events internally.
Just a typical day of me pushing something a month ago, nobody testing/reviewing it, then finding out it's broken when that code inevitably makes it into production.
* Initial definitions
* internal__Fofind
* Libcinternal threads
fopen stores a valid pthread mutex in the FILE struct. Since this is exposed to the game/app, we need to handle this accurately.
* internal__Foprep (and various other functions called in it)
* Actual fopen implementation
At long last, an actual function I'm supposed to implement.
* fflush + compile fixes
* fseek implementation
Comes with functions fseek calls, aside from fflush which I pushed earlier.
* fread, _Frprep
Also changed some parameter names a tad to match how I named things in my decomp.
And fixed some bugs with how I was handling the weird offseted mode thing
* fclose, _Fofree
Not confident on this one, but we'll see I guess.
* Bug fixing
No more crashes at least, fread seems to be broken though.
* fopen bugfixes
Behavior now matches LLE, at least in how LLE font seems to use it.
* Fix _Frprep
Seems like everything works now?
* Logging
Probably going to need to swap lseek and read logs to debug/trace later but this is for debugging.
* Remove alignment check
Seems I must've misinterpreted some of what Ghidra spat out, since libSceNgs2 is calling with size 1, nmemb 4.
* Reduce fseek, fread logs to trace
* Clang
* twos
* Fixes
Still can't test properly, but this seems to hide system libs, which I'm pretty sure is the necessary difference here.
* Clang
* Extra export for sceKernelGetModuleInfo2
* Fix assert
Just a typical day of me pushing something a month ago, nobody testing/reviewing it, then finding out it's broken when that code inevitably makes it into production.
* Remove unreachable in posix_pthread_mutex_timedlock
It's apparently something that was added during pthreads rewrite, but the actual code for this function seems to be fully implemented?
Just a typical day of me pushing something a month ago, nobody testing/reviewing it, then finding out it's broken when that code inevitably makes it into production.
* added function parameters
* added logging
* more logging
* added error codes file
* sceNpWebApiCreateExtdPushEventFilter some re
* added np_web_api_internal
* more np_web_api_internal definations
* Initial types cleanup
* Basic library context handling.
Followed decomp closely, using standard library classes where possible to simplify code.
* Fix params to sceNpWebApiCreateContext
* Context logic fixes
* User contexts
* Clang
* sceNpWebApiVshInitialize
* Better initialization
* Request creation logic
* Some cleanup
* sceNpWebApiAbortRequest, sceNpWebApiDeleteRequest
* SendRequest functions
* formatting
* Update terminateContext and deleteUserContext
Addressing some unimplemented bits now that I have requests and user contexts here.
* Copyright
* sceNpWebApiCreateHandle, sceNpWebApiDeleteHandle, sceNpWebApiAbortHandle
also some bugfixing
* Extended push event filter
* abort handles in terminateContext
* Other push event filter types
* Register callbacks
* unregister callbacks
* oops
* One final update to deleteContext
* Logging changes
* Bug fixes
Fixes memory leaks, pretty sure these are the only places where that was an issue.
* sceNpWebApiCheckTimeout
* Handle and request timeouts
* Oops
* Push event filter parameters
Tested with Assassin's Creed Unity, seems to be correct.
* Service push event filter parameters
Tested again with Assassin's Creed Unity, seems to work fine.
Also fixed some code bugs I noticed, and removed an unnecessary part of my internal structs
* Stub implementation for createUserContextWithOnlineId
Might need a PSN check to be properly accurate, not sure.
* added sceNpWebApiGetHttpStatusCode
* opps
* opss 2
* sceNpWebApiReadData
* clang
* Fix context ids, user context ids, and request ids
Overlooked how these ids are actually calculated.
* Additional PSN checks
Seems creating any form of push event filter with an np service name fails when you're not connected to PSN.
Not sure of the actual cause yet, but given the error code, it's related to sceNpManagerIntGetUserList.
* compile fix
---------
Co-authored-by: Stephen Miller <millerste004@gmail.com>
Co-authored-by: Stephen Miller <56742918+StevenMiller123@users.noreply.github.com>
* improved sdl backend
* small cleanups
* misc
* adjustments and new definations
* cleanups
* more debuging
* rewrote sceAudioOut calls
* fixed a trace
* fixed audio3d port
* small debug fixes
* small additions
* using shared_ptr
* compile fixes
* make macOS happy
* using shared mutex
* implemented audio input backend
* fixed port construction based on decompile
* implemented partially sceAudioInGetSilentState to return correct code if mic device is null
* improved sdl volume handling
* dynamic volume update
* this one is for @UltraDaCat
---------
Co-authored-by: kalaposfos13 <153381648+kalaposfos13@users.noreply.github.com>
* Fix bug with "phys_addr_to_search" logic
By improperly updating the variable, some games would mark the same dmem area as mapped in different parts of the vma, and the dmem map wouldn't properly reflect the state of the vma's phys areas.
* Clang
* Oops
* Fixed sceCompanionUtilGetEvent stub
Previously we effectively stubbed with ORBIS_COMPANION_UTIL_INVALID_POINTER, which makes no sense and caused issues in games.
* Check for null issuer_id in libSceNpAuth's GetAuthorizationCode
Comes up in Mirror's Edge Catalyst, according to some debugging done by a community member.
Given the library didn't have any null checks for that value, this is probably allowed.
SetThreadName gets passed an std::string's c_str whose pointer gets invalidated by the assignment of g_curthread->name, resulting in broken thread names further down the line
* PngEnc hle
* format
* formatting + fix scePngEncDelete
* fix cmake + misc improvements
i think the setjmp is right according to the libpng manual, works fine from my testing
* fixes
fix an issue with how alpha was handled, and PngEncode() now properly sets the processed_height in outputInfo.
* format
* Update pngenc.cpp
* set outputInfo->processed_height during png write
i assume some games will use this for error handling
* Avoid nullptr dereference on GetSocket
Was gonna include this in my socket PR, but that got merged before I could push this.
* Lock unmap mutex in PoolExpand and Allocate
PAYDAY 2 has a rare race condition involving dmem releases.
I'm not certain this commit will fix it, but this would cause a race condition that could cause asserts like what PAYDAY 2 can hit, so I'll just pray this does the job until I can prove it doesn't.
This issue would cause memory leaks in some EA titles, also just generally makes it harder to debug stuff when the fd table is flooded with closed sockets and epolls.
* no
no
* Adjust locking strategy
Use a separate mutex for the initial error checks + GPU unmap instead of using the reader lock. Make sure all writers lock this separate mutex, and for those that don't perform GPU unmaps, lock the writer lock immediately too.
This gets around every race condition I've envisioned so far, and hopefully does the trick?
* Clang
* Always GPU unmap
GPU unmaps have logic built-in to only run on mapped areas.
Not sure if userfaultfd would work with this, but since that's already broken anyway, I'll let reviewers decide that.
Without doing this, I'd need to do an extra pass through VMAs to find what all needs to be GPU modified before I can unmap from GPU, then perform remaining unmap work. Especially for places like MapMemory, that's a lot of code bloat.
* Fixups
* Update memory.cpp
* Rename mutex
It's really just a mutex for the sole purpose of dealing with GPU unmaps, so unmap_mutex is a bit more fitting than transition_mutex
* Optimizations
Microsoft allows you to coalesce multiple free placeholders in one VirtualFreeEx call, so we can perform the VirtualFreeEx after coalescing with neighboring regions to eliminate a VirtualFreeEx call in some situations.
* Remove unnecessary VirtualProtect call
As far as I can tell, this call wastes a bunch of time, and is completely unnecessary.
With our current codebase, simply supplying prot to MapViewOfFile3 works properly.
* Properly handle file mmaps with offsets
Pretty easy fix to perform while I'm here, so I might as well include it.
* Oops
Leftover stuff from local things + clang
* Disable tracy memory tracking
Tracy's memory tracking is built around a typical malloc/free API, so each individual alloc must correspond to a free.
Moving these to address space would fix issues on Windows, but Linux/Mac would have the same issues with our current code.
Disabling VMA merging is technically a fix, but since that's hardware-accurate behavior, I'd rather not disable it.
I'm sure there's a simple solution I'm missing, but unless other devs have a better idea of how this should be handled, the best I can do is disable it so we can keep using Tracy to trace performance.
* Update address_space.cpp
* Debug logging
Should give a decent idea of how nasty these AddressSpace calls are in games that lost perf.
* test removing thread safety
Just for testing, will revert afterwards.
* Check name before merging
Fixes a regression in Apex Legends
* Revert "test removing thread safety"
This reverts commit ab897f4b1c.
* Move mutex locks before IsValidMapping calls
These aren't thread safe, this fixes a rare race condition that I ran into with Apex Legends.
* Revert "Debug logging"
This reverts commit eb2b12a46c.
* Proper VMA splitting in ProtectBytes, SetDirectMemoryType, and NameVirtualRange
Also slight optimization by eliminating AddressSpace protect calls when requested prot matches the previous prot.
Fixes a regression in God of War: Ragnarok
* Clang
* Fixes to SetDirectMemoryType logic
Fixes some regressions in Marvel's Spider-Man that occurred with my previous commits to this PR.
* Fix Genshin Impact again
* Assert on out-of-bounds protect calls
Our page tracking code is prone to causing this.
* test mutex again
This time, remember all mutex stuff
* Revert hack
I'll work on a better way to deal with mutexes in a bit, first I'm pushing up some extra fixes
* Proper logic for checked ReleaseDirectMemory, added bounds checks
Should help some games.
* Better logging for ReleaseDirectMemory errors.
* Only perform region coalescing after all unmap operations.
A small optimization for unmapping multiple regions. Since Microsoft lets you coalesce multiple placeholders at once, we can save doing any VirtualFreeEx calls for coalescing until after we unmap everything in the requested range.
* Separate VMA creation logic into a separate method, update MapFile to use it
MapFile is technically another "emulation" of MapMemory, both should follow similar logic.
To avoid duplicating code, move shared logic to a different function that both MapMemory and MapFile can call.
This fixes memory asserts in a couple of online-only apps I have.
* Clang
* Fix TryWriteBacking
This fixes a lot of regressions that got misattributed
Co-Authored-By: TheTurtle <47210458+raphaelthegreat@users.noreply.github.com>
* Fix again
Fixes device lost crashes with some games after my last commit.
* Oops
* Mutex cleanup
Avoided changing anything in MapMemory, UnmapMemory, PoolCommit, or PoolDecommit since those all need a little extra granularity to prevent GPU deadlocking.
Everything else now uses standard library locks to make things a little simpler.
* Swap MapMemory and PoolCommit to use scoped lock
GPU maps are safe, so this is fine. Unmaps are the primary issue.
---------
Co-authored-by: TheTurtle <47210458+raphaelthegreat@users.noreply.github.com>
* Initial work
* Bug fixing
deadlocks and broken unmaps
* Fix more bugs
broken memory pools
* More bug fixing
Still plenty more to fix though
* Even more bug fixing
Finally got Final Fantasy XV back to running, haven't found anymore bugs yet.
* More bugfixing
* Update memory.cpp
* Rewrite start
* Fix for oversized unmaps
* Oops
* Update address_space.cpp
* Clang
* Mac fix?
* Track VMA physical areas based on start in VMA
Allows me to simplify some logic, and should (finally) allow merging VMAs in memory code.
* Merge VMAs, fix some bugs
Finally possible thanks to address space + phys tracking changes
* Clang
* Oops
* Oops2
* Oops3
* Bugfixing
* SDK check for coalescing
Just to rule out any issues from games that wouldn't see coalescing in the first place.
* More ReleaseDirectMemory fixes
I really suck at logic some days
* Merge physical areas within VMAs
In games that perform a lot of similar mappings, you can wind up with 1000+ phys areas in one vma.
This should reduce some of the overhead that might cause.
* Hopefully fix Mac compile
Why must their uint64_t be different?
* Mac pt.2
Oops
* Introducing key_manager for storing encryption keys . Currently only trophy key is neccesary
* keep gcc happy?
* addded logging to keymanager
* revert file
* added npbind file format and rewrote part of trp file format
When walking the users of special constants which form LDS
addresses:
-ignore when a user contributes to the wrong operand of an LDS inst, for
example the data operand of WriteShared* instead of the address operand.
This can mistakenly happen due to phi nodes.
-don't use flags to stash temp info about phis, since flags may already
be in use. Use a separate map.
* added libSceAudiodec to lle modules list
* crappy float resample , use it at your own risk
* clang
* adjustments to aac
---------
Co-authored-by: Vladislav Mikhalin <mikhalinvlad@gmail.com>
* OrbisAudio3dOpenParameters struct fix
Not sure why we have the extra filler, but decomp suggests it shouldn't exist.
This fixes stack_chk_fail issues in audio3d using titles.
* Bring back filler, only copy 0x20 bytes.
The library accepts variations on struct size, with the maximum size being the 0x28 size our current struct has.
This fixes the issue without potentially breaking the struct.
* Fix memcpy
Prevent OOB read
* Run libSceRtc LLE
The more we've used our HLE, the more issues we've had with it.
While we debug these bugs, re-enabling LLE will address any regressions the swap caused.
* libSceJpegDec LLE
Needed for Trackmania until we implement HLE for this library
* libScePngEnc LLE
Needed for Minecraft until we implement HLE for this library
* Update documentation appropriately
* libSceJpegEnc LLE
By @georgemoralis's request
On real hardware, each pool commit can have multiple physical memory allocations, always allocating the lowest free physical addresses first.
Currently, since we currently only support one physical mapping per VMA, I create a separate VMA representing each physical allocation we perform.
* lseek for directories behaves correctly when final index is smaller than 0 (EINVAL)
Backported and improved dirents from QFS
Normal directory dirents update on change
* PFS moves pointer to end when last dirent is returned
* Correct entry type in PFS directory
* the bare minimum (this won't even compile on windows yet)
* well I guess this is redundant now
* Windows GetThreadName
* Move function to common/thread and add full guest name where applicable
* the loathsome clang-formatter
* do stuff first ask for opinions later
* copyright 2026
* remove unused header
* copyright 2024-2026
---------
Co-authored-by: Stephen Miller <56742918+StevenMiller123@users.noreply.github.com>
* Remove SceKernelInternalMemory mapping
Contrary to my initial beliefs, this is very much a hack.
* Unreachable for unpatched code
This will always infinitely loop, making logs extremely large.
* Update linker.cpp
* Patch stack checks done using fs:[0x28]
Additionally adds support for multiple patches per instruction, since this makes two separate patches we need to conditionally perform for mov instructions.
* Missing include
* Disable patches for Apple
Mac can use their native FS segment directly, so these patches aren't needed
* Oops