Commit Graph

1329 Commits

Author SHA1 Message Date
Ploo
5d489ff03d
posix: implement sysconf() and sigalstack() (#4201)
* posix: implement sysconf() and sigalstack()

Signed-off-by: lizzie <lizzie@eden-emu.dev>

* mark as stubbed

* oh clang format

---------

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
2026-04-01 08:58:54 +03:00
Ploo
a87abee8e3
WIP: port: Add x64 FreeBSD (#3927)
* port: Add x64 FreeBSD

* clang formaa

* fix epoll stuffs

* date-tz for fbsd, force submodule zydis

* fix filesystem hang + date-tz

* fix

* fix freebsd SIGBUS

* madvise() ifdef

* signal fix + camera fix

* proper %gs tls for once

* better tls? + clang format

---------

Co-authored-by: lizzie <lizzie@eden-emu.dev>
2026-03-30 13:44:29 +03:00
rainmakerv2
2334981be8
respect emulator settings home directory for trophies (#4188) 2026-03-29 10:21:21 +03:00
georgemoralis
5b60b73e9a
added new trophies and saves dirs (#4177) 2026-03-27 17:58:54 +02:00
kalaposfos13
8a1500d7ad
Local multiplayer support (#4169)
* 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
2026-03-27 06:37:25 -05:00
georgemoralis
e0a86dc8f9
added transfer of sysmodules path and fonts path (#4175) 2026-03-26 22:33:31 +02:00
rainmakerv2
650652db42
Vblank frequency setting fix + utf 8 encoding for paths (#4174)
* vblank frequency setting fix

* force utf-8 encoding upon json serialization/deserialization for path strings
2026-03-26 00:13:43 +02:00
Stephen Miller
3cc56bf84c
More verbose errors for file opening failures (#4173)
* Verbose errors for file opening failures

These can be pretty helpful, and games don't usually spam them outside loading screens.

* oops
2026-03-25 23:43:30 +02:00
Stephen Miller
bb9c223d42
Core: Minor code cleanup (#4166)
* 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.
2026-03-24 08:40:18 +02:00
georgemoralis
f450405f35
General Misses (0.15.1 WIP part 6) (#4165)
* fixes

* fixed a few more config misses

* missed include
2026-03-23 22:38:05 +02:00
georgemoralis
d0a4718fb9
General Misses (0.15.1 WIP part 5) (#4164)
* more from 0.15.1 WIP branch

* fixup
2026-03-23 13:52:33 +02:00
georgemoralis
edd50ab2d0
more files for syncing with 0.15.1 branch (#4161) 2026-03-22 10:26:23 +02:00
georgemoralis
880445c2ce
Initial camera (Part 3 of 0.15.1 branch) (#4156)
* 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>
2026-03-22 09:08:44 +02:00
georgemoralis
060703f627
Initial Openal (Part 2 of 0.15.1 branch) (#4155)
* 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>
2026-03-22 00:27:55 +02:00
georgemoralis
08168dc386
New config mode (part1 of 0.15.1 branch series) (#4145)
* 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>
2026-03-21 22:26:36 +02:00
Stephen Miller
0a722d69e6
Only iterate to next VMA if we're past the current VMA. (#4158)
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.
2026-03-21 12:02:17 +02:00
kalaposfos13
ec1719e4d3
update current firmware version (#4144) 2026-03-18 19:58:00 +02:00
rosenkolev1
9a3e7b097c
Make thread TidCounter atomic (#4133) 2026-03-18 09:40:37 +02:00
kalaposfos13
e6b743032d
Don't print unresolved libc and libSceFios2 stubs (#4137) 2026-03-17 15:58:31 +02:00
Stephen Miller
844cfe5185
Lib.Ssl2: Stub data for sceSslGetCaCerts (#4127)
* 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.
2026-03-14 17:12:26 +02:00
Санька Четвёртый
f336096b12
PSF file format: close file after encode() (#4122) 2026-03-13 12:38:22 +02:00
Stephen Miller
3ee06a91df
Relocate imports on HLE loads (#4113)
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.
2026-03-10 07:25:45 +02:00
kalaposfos13
0579569f13
Improve signal emulation (#4108)
* 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>
2026-03-09 14:20:14 +02:00
Stephen Miller
cc6af03adf
Lib.SysModule: Proper HLE implementation (#4102)
* 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
2026-03-08 21:48:03 +02:00
Stephen Miller
014b11e9da
Return an empty certificate (#4104)
This is enough to get past initialization checks in Rise of the Tomb Raider.
2026-03-07 09:15:32 +02:00
georgemoralis
50d5ce9a83
fixed an issue in sceKernelRemoveExceptionHandler (#4086)
* fixed an issue in sceKernelRemoveExceptionHandler

* fixed comment
2026-03-07 08:55:17 +02:00
Stephen Miller
1f5430e4c2
More targeted fix (#4096)
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.
2026-03-02 20:35:58 +02:00
Stephen Miller
dbf23a66af
fix (#4088) 2026-03-01 07:30:19 +02:00
Stephen Miller
49c2a4999b
Lib.Net: Misc fixes (#4082)
* Fix Windows-specific incorrect error in PosixSocket::Connect

* Hide typical non-blocking errors

* Also hide EWOULDBLOCK from recvfrom

* Fix the resolver fix
2026-02-28 09:09:01 +02:00
Stephen Miller
aae10ecdf7
Lib.GnmDriver: Implement sceGnmDrawIndirectMulti (#4083) 2026-02-27 21:32:32 -08:00
Stephen Miller
8bb29695ed
Lib.Net: Proper resolver errors when isConnectedToNetwork is disabled (#4081)
* 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
2026-02-28 00:50:41 +02:00
georgemoralis
f91b8410fd
SDL Audio3d (#4077)
* implemented dummy audio3d for sdl

* removed sdl::free
2026-02-26 15:31:50 +02:00
Vladislav Mikhalin
e1ecd8e98c
threads: initialize tls on thread creation (take 2) (#4070) 2026-02-24 20:35:05 +03:00
kalaposfos13
af9cbb8e8a
Fix some logic bugs in sceHttpUriParse (#4067) 2026-02-24 09:00:17 +02:00
ElBread3
407d287fb1
tweak LoadFigure and RemoveFigure (#4071) 2026-02-23 21:30:57 +02:00
kalaposfos13
c265a39227 fix typo 2026-02-23 09:08:39 +01:00
Stephen Miller
6cbab87745
Kernel.Event: Implement kqueue and kevent (#4065)
* 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?
2026-02-22 23:41:05 +02:00
kalaposfos13
fb5c36fa11
Implement guest signal handlers (#4064)
* 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

* +
2026-02-22 18:56:54 +02:00
kalaposfos13
b37e0a6ea6
Miscallenous function exports and implementations (#4068)
* _nanosleep

* pthread_mutexattr_setpshared

* pthread_attr_setschedpolicy

* getuid

* copyright 2026
2026-02-22 17:08:06 +02:00
Vladislav Mikhalin
9241ebd4dd
Revert "threads: initialize TLS on thread creation (#4048)" (#4062)
This reverts commit f6d71646c0.
2026-02-21 14:10:25 +03:00
Stephen Miller
1eb09ab440
Kernel.Equeue: Various event fixes (#4059)
* 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
2026-02-21 09:37:59 +02:00
Vladislav Mikhalin
f6d71646c0
threads: initialize TLS on thread creation (#4048)
* initialize TLS on thread creation
* initialize tls in dimensions toypad writer thread
* clear most of the stack on thread init with some black magic
2026-02-19 21:26:33 +03:00
kalaposfos13
3a99051df9
filesystem: fix crashes caused by returning a pointer from an std::vector (#4043)
Co-authored-by: Stephen Miller <56742918+StevenMiller123@users.noreply.github.com>
2026-02-16 22:56:35 +02:00
Stephen Miller
547198af6f
Lib.VideoOut: Fix pending flips limit (#4039)
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* 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).
2026-02-16 08:31:35 +02:00
Stephen Miller
4a370519a5
Lib.GnmDriver: Fix flip arg for sceGnmSubmitAndFlipCommandBuffers (#4038)
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* 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.
2026-02-15 09:29:33 +02:00
Valdis Bogdāns
0f92285e50
GR2-win-crash-fix (#4033)
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* 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
2026-02-14 23:30:09 +02:00
Stephen Miller
98af227a8d
More hotfixes (#4036)
User events don't increment fflags, so don't increment it.
Also added a bugfix for dce events, as static_cast wasn't properly unpacking event.data.
2026-02-14 22:47:28 +02:00
Stephen Miller
e0850d5cfc
Kernel.Equeue: Only reset trigger state on events that clear. (#4032)
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* 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.
2026-02-14 01:59:23 +02:00
Stephen Miller
1a06020f70
Core: Mount system fonts (#4028)
* Mount system fonts

Now that font LLE works, these are necessary for some titles.

* Make fonts path configurable

By user request.
2026-02-13 09:02:30 +02:00
Stephen Miller
50130a6b7c
Prevent protects during unmaps (#4029)
Some games fail in this VirtualProtectEx call because they unmapped on one thread while another thread is hitting exception handling.
2026-02-13 08:34:24 +02:00