Commit Graph

3922 Commits

Author SHA1 Message Date
Niram7777
5b23711d04
Revert sdl3 bad rebase (#4433) 2026-05-15 21:29:40 +02:00
Stephen Miller
425f26c749
Let guest override argv[0] (#4432) 2026-05-15 20:46:12 +03:00
kalaposfos13
4fae53f791
Quadruple stub array capacity and rewrite generation logic to C++ templates (#4424)
* Quadruple stub array capacity and rewrite generation logic to C++ templates

* remove apple ifdef
2026-05-15 19:10:44 +03:00
Niram7777
b7a85c13b2
Flush log on terminate (#4429)
* Flush log on terminate

* Flush on unhandeld signal

* hexa code

Co-authored-by: kalaposfos13 <153381648+kalaposfos13@users.noreply.github.com>

---------

Co-authored-by: kalaposfos13 <153381648+kalaposfos13@users.noreply.github.com>
2026-05-15 18:36:27 +03:00
¥IGA
70f98ee85b
[CI] Use VS 2026 (#4209) 2026-05-15 17:47:42 +03:00
georgemoralis
6b932bd6a6
Submodules updates (libusb,libressl,cpp-http,CLI11,openal) (#4428)
* update libusb

* libressl

* updated cpp-httplib

* update CLI11

* updated openal
2026-05-15 17:06:33 +03:00
kalaposfos13
e36dff45f4
Add setting to toggle Enter button from cross to circle (#4427)
* Add setting to toggle Enter button from cross to circle

* clang is not my friend :(
2026-05-15 14:05:00 +03:00
squidbus
b89e356cfa
videoout: Implement sceVideoOutSubmitChangeBufferAttribute (#4408) 2026-05-15 13:11:38 +03:00
kalaposfos13
50d33b4dbf
Assert on attempting to login the same user for two different slots (#4421) 2026-05-15 12:50:28 +03:00
kalaposfos13
40237afd1d
Update SDL3 submodule (#4422)
* Update SDL3 submodule

* new steam controller keybinds
2026-05-15 11:19:01 +03:00
kalaposfos13
1e58af0cc2
Revert "Assert on attempting to login the same user more than once (#4416)" (#4420)
This reverts commit a5885435d6.
2026-05-15 06:58:12 +02:00
Kravickas
44692090d2
handle DingDong (#4418)
When the rptr and wptr are equal, the ring is idle
2026-05-15 07:29:34 +03:00
Stephen Miller
85b6f5f505
Proper check for double init (#4419) 2026-05-14 18:18:16 -07:00
kalaposfos13
a5885435d6
Assert on attempting to login the same user more than once (#4416) 2026-05-14 23:00:42 +03:00
Valdis Bogdāns
b39d529324
np-legacy-state-callback (#4410)
* Core: Add user state callback management and improve user login/logout handling

* Core: Implement handle key lookup and special handle checks in pad library

---------

Co-authored-by: w1naenator <valdis.bogdans@hotmail.com>
2026-05-14 22:22:43 +03:00
oltolm
9559468c2e
core: simplify sysv_abi wrappers for MinGW-w64 GCC (#4402)
Use template <auto f> for HostCallWrapperImpl and OrbisWrapperImpl instead of passing the function type and value separately.

This keeps the wrapper behavior the same while matching the form MinGW-w64 GCC accepts.
2026-05-13 21:10:37 -07:00
Stephen Miller
622cfffaf2
Lib.Kernel: Export empty environment (#4409)
* Export empty environment

Media Player tries to read from environ before doing some rather freaky stuff, without anything exported it will just crash from dereferencing an invalid pointer.

* Set program name

Wasn't sure what the best way would be to do this

* Just stub to eboot.bin

Accurate enough, hopefully.
2026-05-13 20:50:45 -07:00
Stephen Miller
65986d8a8a
Kernel.Pthread: Various fixes (#4406)
* Fix for SignalTo behavior

Should run FindThread to make sure thread input is valid.

* Missing mutex-related exports

* Oops

* All missing cond exports

We have these implemented, so we might as well export them.
I also organized them a bit.

* Implement pthread_attr_getscope, pthread_attr_setcreatesuspend_np, pthread_attr_setscope

Also export all of our pthread_attr functions.

* Oops

* Fix SchedPolicy::Fifo definition

Some tricks FreeBSD source performs breaks with this incorrectly set.
Specifically, stuff like setting priorities breaks because we do array accesses with priority - 1 like FreeBSD, but Fifo being 0 makes that an oob read.

* Fix error checks in pthread_attr_setschedparam

* Fix and run thread destructors

_sceKernelSetThreadDtors receives the function itself, not a pointer to the function.

* Oops

* Rewrite pthread_rename_np for accuracy

There's a couple details the initial implementation missed that decomp shows. We weren't locking, we weren't doing the reference add or delete ops, and we were erroneously skipping null names when real hardware actually seems to allow it (the only thing real hardware skips for null name is naming the thread stack).

* Avoid changing common code by using the converted thread name instead

Slightly cleaner code

* Oops

* Flip priority defines

This better matches with FreeBSD's defines, and fixes the returns of sched_get_priority_min and sched_get_priority_max

* Fix args and return for sched_get_priority_max and sched_get_priority_min

Behavior is based on my own kernel decomp (though what I'm seeing matches what red_prig's done for fpPS4 too).

* Better comment

why not

* Fix error behavior of scePthreadGetPrio

Can error from invalid thread input, which the function hardcodes as an ORBIS_KERNEL_ERROR_ESRCH.

* Fix pthread_setprio

This should use the RefAdd and RefDelete functions on non-curthread threads, not FindThread.

* Remove pthread_set_name_np

Decomp shows it's identical to pthread_rename_np.

* Bring back pthread_set_name_np

What I didn't realize was that it was a void method. Behavior is the same as pthread_rename_np though, so call it instead of doing the direct common setname call.

* Move pthread_set_name_np

Needs to be under pthread_rename_np so I can actually call it.

* Better implementation of pthread_getname_np

* rwlock types

Some Sony extension to rwlocks, paired with a proper SDK check specific to rwlock init. I've implemented both pthread_rwlockattr_gettype_np and pthread_rwlockattr_settype_np, and added the relevant SDK check for rwlockattr type.

* Missing thread unlock in SignalTo

SignalTo specifically runs FindThread, then unlocks before running pretty much the same code as Signal.

* Fix comment
2026-05-13 20:50:37 -07:00
Marcin Mikołajczyk
0add6b8c1f
Neo: packed math for unsigned/signed integers (#4407) 2026-05-13 20:33:50 -07:00
Hog
fb6502b8f1
fix: Swapped the ResolvedOverlaps Variables (#4405) 2026-05-13 20:33:39 -07:00
kalaposfos13
0c78ea9bba
Swap Update and Defaults button order in settings migration popup (#4399) 2026-05-12 17:17:06 +03:00
Stephen Miller
f510f9aef2
Core: Various new stubs (#4398)
* sceKernelGetProcessType

* sceCoredumpRegisterCoredumpHandler stub

* Better stub for sceCoredumpRegisterCoredumpHandler, stub sceCoredumpUnregisterCoredumpHandler

* sceNpSetNpTitleId stub

* sceNpSetContentRestriction stub

* sceKernelMlock stub

* posix_sigfillset

* posix_sigprocmask stub

Just logs the how parameter

* posix_msync stub

Just logging for now

* libSceContentExport stubs

* Clang

* sceVideoRecordingSetInfo stub

* sceKernelTitleWorkaroundIsEnabled

* Provide title workaround bits

Just grabbed them from fpPS4 code, I have a feeling actually applying these is gonna be a bit of a pain though.

* fpPS4 has a 0x39 bit, I guess that was probably added after 12.52 though.

* Bump to error

It's not going to work without proper sceKernelGetAppInfo workaround data

* Clang

* Clang2
2026-05-11 20:14:57 -07:00
Marcin Mikołajczyk
b3bb383982
Enable VK_EXT_image_2d_view_of_3d and create 2D view compatible images if supported (#4397) 2026-05-11 20:13:08 -07:00
Marcin Mikołajczyk
89b886348e
Neo: three-operand min/max/med for 16bit floats (#4395) 2026-05-11 23:06:00 +02:00
Sam Kenny
201aaf232b
MapViewOfFile3 fails on PAGE_NOACCESS (#4392) 2026-05-10 21:26:53 -07:00
kalaposfos13
1409b26e50
Fix scePadResetLightBar and scePadResetOrientation being called with the wrong handle (#4391) 2026-05-10 17:23:29 -07:00
Sam Kenny
b48d917e29
Fixes regressions and issues causing PSP emulated games to not run. (#4389)
* Fixes PSP emulation with the following changes:

1. Reserved Memory cannot be mapped, this seems to be incorrect and the
   PSP emulation relies on reserving then mapping memory at startup.
   From other logs, this may affect PS2 emulation as well.

2. Temp directory output may have garbase and the API is not null
   terminating the output, resulting in failures when the file
   path is not valid.

3. Fix misaligned images when viewport is sized for PSP.
   This fixes garbage in movies on the PSP emulator, making the
   movies viewable, scaled correctly for the screen.

4. Some PSP moves render incorrectly without sceVideodec2GetAvcPictureInfo

5. Fix dirty hash size calculation and RGB4444 mapping to fix textures

 These changes combined allow Jean d'Arc, LocoRoco and Patapon to run
 decently.

* fix formatting

* null terminate the temp path rather than using memset

* fix memory mapping in a more correct way

* revert RGB4444 changes as it breaks other games color mapping
2026-05-10 17:22:41 -07:00
kalaposfos13
6e675c32f2
Do not crash on encountering an unknown option in PosixSocket::SetSocketOptions (#4346)
* what's one more hacky bypass on this pile of already existing hacky bypasses amirite

* Stub only that one option vue needs
2026-05-10 14:18:39 +01:00
kalaposfos13
66112bc90a
Refactor pad handles (#4386)
* Set up [userid, type, index] -> pad_handle mapping and hook up currently existing GameControllers backend to it

* just use basic oop principles why are we even shoving callee responsibility in caller logic

* support special pads

* random edge case I thought of

* return error if handle is already opened, redirect scePadOpenExt to scePadOpen

* scePadClose

* error out if trying to close an unopened handle

* oof

* logging
2026-05-10 11:04:20 +03:00
Stephen Miller
d3597c7f18
Kernel.Vmm: Fix protection check for file mappings (#4388) 2026-05-09 16:09:51 -07:00
squidbus
05ccc586ff
shader_recompiler: Remove shared memory bounds checking. (#4385) 2026-05-10 00:07:24 +03:00
Valdis Bogdāns
05df651cd8
Add IME keyboard layout and panel metrics support (#3973)
* Add IME keyboard layout and panel metrics support

- Introduced new header and implementation files for IME keyboard layout handling.
- Added structures for viewport metrics, keyboard grid layout, and drawing parameters.
- Implemented functions to compute viewport and panel metrics for the IME dialog.
- Enhanced the IME dialog UI to utilize the new keyboard layout and metrics.
- Updated input handling to support new keyboard interactions and layout adjustments.
- Added caret management and text normalization features in the IME dialog state.
- Improved window positioning logic to accommodate different screen resolutions.

* fix for Maxos Linux builds

* Align IME behavior with real PS4 libSceIme/Dialog flow

Features:
- Add validation helpers for IME option/language/extended-option masks
- Implement `sceImeGetPanelSize` sizing logic
- Replace `sceImeSetTextGeometry` no-op path with real state/argument validation
- Align panel sizing/validation paths closer to PS4 IME behavior
- Improve panel text/caret handling reliability during UI updates
- Add IME panel movement via controller right stick
- Support mouse drag repositioning for the panel
- Respect `FIXED_POSITION` by disabling movement when locked

Updates:
- Tighten `sceImeOpen` checks (user/type/input method, handler, work alignment, reserved, overlap)
- Validate initial/runtime text rules (`\n`/`\r` and surrogate rejection) in open/set-text paths
- Enforce caret bounds and null-caret behavior in `sceImeSetCaret`
- Update `sceImeUpdate` to return `NOT_OPENED` in invalid states and respect handler matching
- Harden `ImeHandler` against null state/callback execution paths
- Optimize keyboard grid rendering by reusing per-frame buffers
- Reduce input callback allocations with fixed-size buffers
- Harden panel update paths for invalid handler/open-state cases
- Clamp panel position to visible screen bounds
- Apply stick deadzone/speed scaling for stable movement
- Keep panel coordinates consistent with IME coordinate mode

* 🤦‍♂️

* Enhance IME UI and Input Handling

- Introduced BrightenColor function to adjust color brightness for UI elements.
- Improved UTF-16 character handling with new functions to count UTF-16 units and reject input based on UTF-16 limits.
- Added functionality to clamp input buffer to UTF-16 limits, ensuring text input does not exceed specified limits.
- Refactored virtual pad input handling to encapsulate left stick directions and panel movement.
- Enhanced IME UI drawing logic to incorporate new input handling and navigation features.
- Updated keyboard layout handling to support dynamic configurations and improved navigation shortcuts.
- Integrated additional font ranges for better language support in the IME, including Chinese, Arabic, and Thai.
- Improved overall code structure and readability by utilizing modern C++ features such as std::vector and std::array.

* Remove non existing Roboto Medium font from IME initialization

* Enhance IME Dialog and UI with Improved Gamepad Navigation and Key Mapping

- Added support for disabling gamepad input through OrbisImeDisableDevice in ImeDialogState.
- Updated ImeKbLayout to modify key mappings for better character input, including changes to punctuation keys.
- Implemented enhanced left stick navigation with repeat functionality in ImeUi, allowing for smoother input handling.
- Introduced new constants for stick navigation delays and repeat intervals to improve responsiveness.
- Refactored input handling logic to accommodate both virtual and gamepad inputs, ensuring consistent behavior across devices.
- Added functionality to clear all text in the input field with a specific shortcut, aligning with expected user behavior.

* clang

* Enhance IME functionality with improved gamepad navigation and layout handling

* ime: fix specials/accent layout mapping and dynamic panel resize handling

- Expand specials/accent keyboard layouts to a 7-row model and move function keys to fixed bottom rows.
- Add variable row-height support to the keyboard grid (`fixed_bottom_rows`, `bottom_row_h`) and compute row offsets/span heights from layout config.
- Preserve function-row height in `ime_ui` and `ime_dialog_ui` while distributing remaining height across typing rows.
- Make mode-switch focus layout-driven by resolving `SymbolsMode`/`SpecialsMode` action keys in the active layout instead of relying on implicit row assumptions.
- Track panel layout anchor deltas in `ime_dialog_ui` and use press-offset dragging so cursor remains on the originally pressed point when panel dimensions/position change.

* Add IME UI enhancements and shared utilities

- Introduced new states for panel navigation and selector fade in `ime_ui.h`.
- Added a new header file `ime_ui_shared.h` containing utility functions and structures for virtual pad input handling, including deadzone application and stick navigation direction resolution.
- Updated `font_stack.cpp` to include additional Unicode ranges for general punctuation in the font atlas.

* Refactor IME settings: remove deprecated accessibility options and update references to use new settings structure

* Refactor IME UI Navigation and Activation Logic

- Introduced a new mechanism for handling virtual button repeat actions, improving responsiveness for gamepad navigation.
- Added support for stick navigation with adjustable repeat rates and initial delays, enhancing user experience during input.
- Removed the ImeSelectorFadeState structure and related logic to streamline the IME keyboard layout drawing process.
- Simplified the activation logic for menus, ensuring that menu activation is more intuitive and responsive to user input.
- Adjusted the navigation threshold for stick inputs to improve sensitivity and control.
- Cleaned up the code by removing unused variables and consolidating repeated logic into reusable functions.

* Refactor IME UI shared header: streamline code and improve structure

- Removed unused includes and redundant structures.
- Consolidated virtual pad snapshot handling and input state management.
- Introduced new structures for OSK pad input and navigation handling.
- Updated function signatures for clarity and consistency.
- Enhanced keyboard parameter application for OSK shortcuts.
- Improved overall readability and maintainability of the code.

* Refactor OskShortcutActionResult to simplify triangle button press handling

* Enhance IME Keyboard Layout and UI Functionality

- Added new key glyphs for Shift and Caps Lock in ime_kb_layout.h.
- Improved keyboard navigation logic to skip non-action keys.
- Introduced new constants for selector IDs in ime_ui.cpp for better readability.
- Refactored keyboard row and column clamping logic for clarity.
- Enhanced selector drawing logic with fade and pulse effects for better user feedback.
- Implemented functions for cycling keyboard case states and toggling keyboard family modes.
- Added functionality to focus on keyboard action keys based on their actions.
- Improved edit menu handling with new templated functions for better code reuse.
- Updated caret blinking logic to improve text input experience.
- Expanded symbol ranges in font_stack.cpp to include keyboard symbols.

---------

Co-authored-by: w1naenator <valdis.bogdans@hotmail.com>
2026-05-09 23:41:14 +03:00
rainmakerv2
c79abb6df4
ImGui:: Add position and icon arguments for notifications (#4383)
* add position arg

* add icon args

* fixup

* fix the fixup
2026-05-09 20:29:31 +03:00
squidbus
ac61f4aee2
shader_recompiler: Strip out manual bounds checking (#4380) 2026-05-09 10:05:18 -07:00
rainmakerv2
82c760135f
ImGui:: Notifications (#4379)
* notifications

* cleanup

* clang
2026-05-09 11:14:11 +03:00
Stephen Miller
8bcc19248e
Core: Fix argv[0] value (#4378)
* Fix executable path

* Remove args.empty() check

Emulator::Run adds the guest executable path, so arguments will never be empty.
2026-05-09 11:13:47 +03:00
oltolm
442a07a707
Fix compilation with mingw-w64 (#4365)
* cmake: apply sirit unused-command-line-argument flag only with Clang

* shader_recompiler: move Opcode magic_enum range customization to opcodes.h

Define the magic_enum range for Shader::Gcn::Opcode as a proper enum_range specialization in opcodes.h instead of relying on translation-unit macros in translate.cpp.

This makes the customization visible where the enum is used and avoids the GCC linkage/build issue.

* thread: use Windows thread naming path for MinGW-w64

Switch the thread naming guard from _MSC_VER to _WIN32 so MinGW-w64 builds use the Windows SetThreadDescription implementation instead of falling through the POSIX branch.

This matches the platform rather than the compiler and avoids the MinGW-w64 build issue.
2026-05-08 22:36:55 -07:00
Hog
7132795b7a
Refactor memory size handling to better handle vdec titles (#4373)
* Refactor memory size constants and calculations

Updated memory size handling in video decoder functions.

* Refactor video decoder frame size calculations

Updated frame size computation to use worst-case dimensions and adjusted alignment values.

* Refactor alignment logic to use Common::AlignUp
2026-05-08 09:28:44 -05:00
Stephen Miller
d85a5013ec
Kernel.Fs: Stub fstat on random devices (#4368) 2026-05-06 15:40:41 -07:00
Stephen Miller
b10c3c7697
Stub an actual code for sceNpAuthGetAuthorizationCode functions (#4369)
I've had exactly one game specifically complain about the auth code being empty. Provide some code so relevant titles work a little better.
2026-05-06 15:40:14 -07:00
Stephen Miller
6623489d3d
Libs: Proper names for some functions (#4366)
* Add new ulobjmgr names

* libScePad function

* Clang
2026-05-06 23:31:32 +03:00
Ploo
5302e63fc1
fix: prevent system spdlog from conflicting with externals/spdlog on FreeBSD (#4362)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
2026-05-06 22:04:39 +03:00
Niram7777
4a554535bb
Vulkan fix sync issue, probably never caused issue but it makes validation happy (#4348)
[Render.Vulkan] <Error> (shadPS4:GpuComm) vk_platform.cpp:57 DebugUtilsCallback: SYNC-HAZARD-READ-AFTER-WRITE: vkCmdBeginRendering():
READ_AFTER_WRITE hazard detected. vkCmdBeginRendering reads pRenderingInfo.pColorAttachments[0] (VkImageView 0x5f1a0000005f1a[ImageView 1920x1080x1 0x244980000:0x2aa9800 1:1 0:0 (Color)], loadOp VK_ATTACHMENT_LOAD_OP_LOAD), which was previously written during an image layout transition initiated by vkCmdPipelineBarrier2[gfx:0x213a04c50:DrawIndexAuto].
The current synchronization allows
VK_ACCESS_2_SHADER_READ_BIT accesses at VK_PIPELINE_STAGE_2_VERTEX_SHADER_BIT|VK_PIPELINE_STAGE_2_TESSELLATION_CONTROL_SHADER_BIT|VK_PIPELINE_STAGE_2_TESSELLATION_EVALUATION_SHADER_BIT|VK_PIPELINE_STAGE_2_GEOMETRY_SHADER_BIT|VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT|VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT|VK_PIPELINE_STAGE_2_CLUSTER_CULLING_SHADER_BIT_HUAWEI,
VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT accesses at VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT,
but to prevent this hazard, it must allow VK_ACCESS_2_COLOR_ATTACHMENT_READ_BIT accesses at VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT.
2026-05-05 14:24:33 -07:00
Stephen Miller
4ee33c6636
Core: Fix trophy extraction for games with separated updates (#4355) 2026-05-05 14:22:26 -07:00
squidbus
8175194bba
misc: Fix initializer order warnings (#4358) 2026-05-05 14:21:21 -07:00
Stephen Miller
4d3827c349
Avoid out-of-bounds array access when checking custom color for TV Remote (#4356) 2026-05-04 17:34:33 -07:00
Niram7777
6633d7252c
Log read setting from old toml outside the [Log] section (#4342) 2026-05-05 02:21:28 +03:00
Marcin Mikołajczyk
34b35b526e
Neo: Float16 packed math (#4354) 2026-05-04 15:21:20 -07:00
Marcin Mikołajczyk
26eaa3e3af
Neo: 16bit shift instructions (#4351) 2026-05-04 10:13:42 -07:00
rainmakerv2
ad102a173a
Imgui: make imgui emulator settings accessible with hotkey (#4345)
* put all big picture files in same folder

* Fix includes

* Update main.cpp

* make imgui settings dialog accessible by hotkey
2026-05-04 13:51:08 +03:00