- Reserve an extra space for the terminating character, resolving an issue in GE2 where the last character did not appear when input reached the maximum length.
Co-authored-by: w1naenator <valdis.bogdans@hotmail.com>
* Changes
-Added support for OrbisImeParamExtended (extended IME parameters) in ImeHandler, ImeState, and ImeUi
-Updated all relevant constructors and logic to propagate and store the extended parameter
- Now fully supports passing extended options from sceImeOpen to the IME UI and backend
* Potential CUSA00434 [Debug] <Critical> assert.cpp:30 assert_fail_debug_msg: Assertion Failed!
buf_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?" at C:/VS/shadPS4-ime-fixes/externals/dear_imgui/imgui_widgets.cpp:4601 fix
* Attempting to resolve an assertion failure in Diablo III:
- Adjusted buffer sizes
- Updated the calculation of text‑length values
* ime-lib another hotfix
Fixed incorrect param->title validation, which caused the IME dialog to fail to appear in Stardew Valley. Need to be checked.
* Clang fix
* FF9 ImeDialog Hotfix
* Removed the validation that disallowed null text and null placeholder, since using null values is valid in `ImeDialog`.
* Added additional debug logs to aid troubleshooting.
* IME Fixes
- Add missing flags to `OrbisImeExtOption`
- Improve debug logging
- Resolve nonstop `sceImeKeyboardOpen` calls in Stardew Valley (MonoGame engine) for `userId = 254`
* IME: guard null params for CUSA04909
- Add null checks in IME constructors to prevent crashes seen in CUSA04909.
- Leave a clear note about deferring keyboard event dispatch until guest-space translation is ready.
* Some improvements
- Added debug logs so every IME event and host callback (text/caret updates) shows what the guest sent back.
- Updated ImeState to respect the guest’s text-length limit, keep buffers in sync, and record caret/text changes without duplicates.
- Fixed shutdown by actually destroying the handler on close and letting sceImeUpdate exit quietly once the IME is gone.
* CLang
* IME: simplify handlers, add param checks, fix caret index
- Unify ImeHandler init; support optional OrbisImeParamExtended; drop userId from keyboard handler.
- Add basic null checks for work and inputTextBuffer; early error logging.
- Fixed incorrect caret position. Make caret and text area indices 1-based in ImeUi::InputTextCallback.
- Set default user_id to ORBIS_USER_SERVICE_USER_ID_INVALID in sceImeParamInit.
- Reduce noisy debug logs; promote key calls to LOG_INFO.
- Remove unused extended fields from ImeState; minor cleanups.
* IME: text/caret sync fixes; add Enter payload
- Sync UI input and work buffers on UpdateText
- Sync caret position on mouse click by emiting multiple UpdateCaret events for jumps (loop over delta)
- Add text payload to PressEnter (and Close); fixes IME in God Eater 2
- Queue initial Open event after open
- Fix UTF-8 → UTF-16 conversion bounds
- Add debug logs for all queued events
* CLang
* fixed accidental copy / paste replacement in text update event that broke text deletion.
* IME: Add code-point limited InputText and use in IME UI
- Add InputTextExLimited helper to cap Unicode code points and forward callbacks
- Switch IME input to InputTextExLimited with ime_param->maxTextLength and CallbackAlways
---------
Co-authored-by: w1naenator <valdis.bogdans@hotmail.com>
Reserved memory counts here, so we need to use !IsFree instead of IsMapped.
I swear this is like the 10th time I've messed this sorta thing up. Seems like it's the last case of this type of mistake in our current code though.
* Some structs and function definitions
* Fill in remaining function definitions and structs
The original variants of GetIdToken and GetAuthorizationCode use an online id instead of user id.
The V3 functions use the same internal function, but with a different flag. Unless games show me something different, they likely use the same structs, and definitely use the same parameters.
* Some errors
* Minor formatting change
* Some more errors
* GetIdToken error cases
* Remaining error cases
Just need to tackle request-related logic now.
* Basic request handling
Seems to internally behave similarly to libSceNpManager, but the actual data stored in libSceNpAuth requests appears to be different, so I've kept everything separated.
* NpAuthRequest usage
Again, behavior mirrors libSceNpManager request behavior, though it appears to be a separate implementation.
The only time libSceNpAuth uses libSceNpManager is to actually send the requests, where the act of sending a request involves creating a completely separate NpManager request, using NpManager functions to retrieve the desired data, then deleting the underlying NpManager request. All of this would happen inside GetAuthorizationCode and GetIdToken.
* Oops
* Missing mutexes
* Default output variables to zero
Not sure what all games might check for here, but setting the outputs to zero is probably safe.
* Implement sceNpCheckPlus
* Rework request storage
We'll need to store more data to "fake" async requests.
* sceNpAbortRequest
Pretty simple to add, so might as well.
* Formatting changes
* Async request logic
There's probably some things I'm getting wrong for cases where PSN is connected, but for reasons that should be pretty obvious, learning how that all works is a little more involved than the PSN disconnected results.
* Add missing error check
* Update np_manager.cpp
* Add a mutex to prevent concurrent reads/writes to g_requests
I imagine multi-threading is a lot more commonly used with the async functions, though I haven't tested enough to know.
* Update np_manager.h
* Move request creation to separate internal function
* Oops
Not sure how that got missed, but good thing I spotted it
* Oops
For now, I've included up to Windows 11 22H2 in the workaround.
I've only personally seen reports of issues on Windows 11 21H2, but better safe than sorry (considering Windows 10 22H2 has issues).
Based on the games I've checked, it seems like the service label parameter of sceNpTrophyCreateContext is what determines the trophy list.
Since we're already storing the service label in our contexts, and we're already extracting all trophy lists, all that needs doing is using the service label to select the right trophy list.
* SearchFree adjustments
* Robust address validation
I've adjusted IsValidAddress to take in a size, and check whether the whole range is contained in vma map.
If no size is provided, the function reverts to the old form of address validation instead.
* Map around gaps
As is, this should work mostly.
Only remaining issue is adding logic to pass the "mapped regions" to the guest vma map (and make such logic cross-platform).
* Initialize vma_map using gaps
This should allow memory code to catch any issues from address space gaps, and prevent non-fixed mappings from jumping to a location that isn't actually available.
* Clang
* Fix compile
* Clang
* Fix compile again
* Set system_managed_base and system_managed_size based on
Many places in our code use system_managed_base as the minimum mappable address, ensure this fact remains the same on Windows to prevent potential bugs.
* Reduce address validation in SearchFree
Allows SearchFree to function when a certain Windows GPU driver goes and reserves the whole system managed area.
Since SearchFree is only called on flexible addresses, allowing this particular case, where addresses are in bounds, but there's not enough space to map, should be safe enough.
* Bump address space size further
To handle Madden NFL 16 (and any games like it)
* More thorough logging of available memory regions
Should help with spotting weirdness.
* Formatting fixes
* Clang
* Slight reduction of user space
Still large enough to handle EA's shenanigans, but small enough that Linux doesn't break.
* Assert on VirtualQuery failure
* Extra debugging information
* Further reduce user space
This will unfix most of EA's titles, but UFC will still work.
Older windows versions support the high addresses, but trying to actually use them causes significant performance issues.
* Extra debugging info
Just in case other testers still run into issues.
* Remove debug logging
* Revert user space increases
Technically this constant is still higher than before, but weird side effects of our old logic resulted in a max address somewhere around this in main.
* address_space: Support expanded virtual memory space on macOS.
Co-Authored-By: squidbus <175574877+squidbus@users.noreply.github.com>
* Move address space constants to address_space.cpp
This ensures that all code must use the calculated address space memory values instead of the constants, since the calculated values can differ based on the platform.
This does require slight modification to thread state and gnmdriver code, since both were already using these constants directly.
* Workaround Windows 10 limitations
If a Windows 10 device is detected, use a lower value for USER_MAX to prevent system-wide hangs in VirtualAlloc2 calls.
* Fix compile for Windows-Qt
* Move tessellation_factors_ring_addr initialization to sceGnmGetTheTessellationFactorRingBufferBaseAddress
* Set image base address on Windows
This seems to work fine on Windows 11, needs testing from Windows 10 due to the previously discussed bugs.
* Set Linux executable base to 0x700000000000
This allows Linux to map the full user space without any workarounds.
Co-Authored-By: Marcin Mikołajczyk <2052578+mikusp@users.noreply.github.com>
* Basic formatting changes
* Reduce USER_MAX on Linux
Seems like finding a reliable way to move shadPS4's position in memory is difficult, for now limit the user size so we aren't trying to overwrite ourselves.
* Move memory and address_space variables.
---------
Co-authored-by: squidbus <175574877+squidbus@users.noreply.github.com>
Co-authored-by: Marcin Mikołajczyk <2052578+mikusp@users.noreply.github.com>
* Changes
-Added support for OrbisImeParamExtended (extended IME parameters) in ImeHandler, ImeState, and ImeUi
-Updated all relevant constructors and logic to propagate and store the extended parameter
- Now fully supports passing extended options from sceImeOpen to the IME UI and backend
* Potential CUSA00434 [Debug] <Critical> assert.cpp:30 assert_fail_debug_msg: Assertion Failed!
buf_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?" at C:/VS/shadPS4-ime-fixes/externals/dear_imgui/imgui_widgets.cpp:4601 fix
* Attempting to resolve an assertion failure in Diablo III:
- Adjusted buffer sizes
- Updated the calculation of text‑length values
* ime-lib another hotfix
Fixed incorrect param->title validation, which caused the IME dialog to fail to appear in Stardew Valley. Need to be checked.
* Clang fix
* FF9 ImeDialog Hotfix
* Removed the validation that disallowed null text and null placeholder, since using null values is valid in `ImeDialog`.
* Added additional debug logs to aid troubleshooting.
* IME Fixes
- Add missing flags to `OrbisImeExtOption`
- Improve debug logging
- Resolve nonstop `sceImeKeyboardOpen` calls in Stardew Valley (MonoGame engine) for `userId = 254`
* IME: guard null params for CUSA04909
- Add null checks in IME constructors to prevent crashes seen in CUSA04909.
- Leave a clear note about deferring keyboard event dispatch until guest-space translation is ready.
* Some improvements
- Added debug logs so every IME event and host callback (text/caret updates) shows what the guest sent back.
- Updated ImeState to respect the guest’s text-length limit, keep buffers in sync, and record caret/text changes without duplicates.
- Fixed shutdown by actually destroying the handler on close and letting sceImeUpdate exit quietly once the IME is gone.
* CLang
---------
Co-authored-by: w1naenator <valdis.bogdans@hotmail.com>
Module relocation is not thread safe, games calling LoadAndStartModule on multiple threads can invalidate pointers while iterating through m_modules.
This fixes crashes in some apps on Windows.
* Add RNG device
* rng device implementation
Tailored around libSceSsl2's usage, and based on fpPS4's implementation.
* Device file function types and log fixups
* Updated creates
Updates device file create functions to be the same as the directory file create functions.
* Fix compile
* Includes cleanup
Generally preferred to have full paths. Also removed some unused imports too.
* Fix buffer size
* Bring back cstdlib imports
Needed for Mac OS.
* video_core: Refactor render target bind to allow disabling MSAA
* video_core: Implement swapping of backing samples
* clang format
* video_core: Better implementation
Instead of downgrading to 1 sample, always try to match depth samples. This avoids needing to copy depth-stencil attachment and copying multisampled stencil is not possible on some vendors
* video_core: Small bugfixes
* image: Add null check
* vk_rasterizer: Swap backing samples on resolve dst
* vk_presenter: Reset backing samples before present
* video_core: Small refactor to make this implementation better
* reinterpret: Fix channel check for degamma
Seems this was simpler than I thought, hardware doesn't apply degamma on the W channel regardless of swizzle
* image: Add missing end rendering call
* blit_helper: Fix bug in old reinterpret path
* blit_helper: Remove unused layer vertex
Should be used in the future if copying many layers is needed
* vk_rasterizer: Apply suggestion
* vk_rasterizer: More bind refactor
* vk_instance: Re-enable extensions
* Add configurable extra memory
* lowercase getter and setter
* Refactor memory setup to configure maximum memory limits at runtime
* sir clang offnir, the all-formatting
* Correctly update BackingSize on W*ndows too
* small format change
* remove total_memory_to_use from the header
* i have no idea how to name this commit
"addressing review comments" is a good name i guess
* Do not include extraDmem in the general config
* Fix flag handling on Windows
Fixes a weird homebrew kalaposfos made
* Fix backing protects
Windows requires that protections on areas committed through MapViewOfFile functions are less than the original mapping.
The best way to make sure everything works is to VirtualProtect the code area with the requested protection instead of applying prot directly.
* Fix error code for sceKernelMapDirectMemory2
Real hardware returns EINVAL instead of EACCES here
* Fix prot setting in ProtectBytes
* Handle some extra protection-related edge cases.
Real hardware treats read and write as separate perms, but appends read if you call with write-only (this is visible in VirtualQuery calls)
Additionally, execute permissions are ignored when protecting dmem mappings.
* Properly handle exec permission behavior for memory pools
Calling sceKernelMemoryPoolCommit with executable permissions returns EINVAL, mprotect on pooled mappings ignores the exec protection.
* Clang
* Allow execution protection for direct memory
Further hardware tests show that the dmem area is actually executable, this permission is just hidden from the end user.
* Clang
* More descriptive assert message
* Align address and size in mmap
Like most POSIX functions, mmap aligns address down to the nearest page boundary, and aligns address up to the nearest page boundary.
Since mmap is the only memory mapping function that doesn't error early on misaligned length or size, handle the alignment in the libkernel code.
* Clang
* Fix valid flags
After changing the value, games that specify just CpuWrite would hit the error return.
* Fix prot conversion functions
The True(bool) function returns true whenever value is greater than 0. While this rarely manifested before because of our wrongly defined CpuReadWrite prot, it's now causing trouble with the corrected values.
Technically this could've also caused trouble with games mapping GpuRead permissions, but that seems to be a rare enough use case that I guess it never happened?
I've also added a warning for the case where `write & !read`, since we don't properly handle write-only permissions, and I'm not entirely sure what it would take to deal with that.
* Fix some lingering dmem issues
ReleaseDirectMemory was always unmapping with the size parameter, which could cause it to unmap too much. Since multiple mappings can reference the same dmem area, I've calculated how much of each VMA we're supposed to unmap.
Additionally, I've adjusted the logic for carving out the free dmem area to properly work if ReleaseDirectMemory is called over multiple dmem areas.
Finally, I've patched a bug with my code in UnmapMemory.
* Remove mapped dmem type
Since physical addresses can be mapped multiple times, tracking mapped pages is not necessary.
This also allows me to significantly simplify the MapMemory physical address validation logic.
* Proper implementation for sceKernelMtypeprotect
I've rewritten SetDirectMemoryType to use virtual addresses instead of physical addresses, allowing it to be used in sceKernelMtypeprotect.
To accommodate this change, I've also moved address and size alignment out of MemoryManager::Protect
* Apply memory type in sceKernelMemoryPoolCommit
* Organization
Some potentially important missing mutexes, removed some unnecessary mutexes, moved some mutexes after early error returns, and updated copyright dates
* Iterator logic cleanup
Missing end check in ClampRangeSize, and adjusted VirtualQuery and DirectMemoryQuery.
* Clang
* Adjustments
* Properly account for behavior differences in MapDirectMemory2
Undid the changes to direct memory areas, added more robust logic for changing dma types, and fixed DirectMemoryQuery to return hardware-accurate direct memory information in cases where dmas split here, but not on real hardware.
I've also changed MapMemory's is_exec flag to a validate_dmem flag, used to handle alternate behavior in MapDirectMemory2. is_exec is now determined by the use of MemoryProt::CpuExec instead.
* Clang
* Add execute permissions to physical backing
Needed for executable mappings to work properly on Windows, fixes regression in RE2 with prior commit.
* Minor variable cleanup
* Update memory.h
* Prohibit direct memory mappings with exec protections
Did a quick hardware test to confirm, only seems to be prohibited for dmem mappings though.
* Update memory.cpp
* Add support for restarting the emulator with new configurations
- Implement `Restart` function in `Emulator` to enable process relaunch with updated parameters.
- Modify `sceSystemServiceLoadExec` to use the restart functionality.
* Add logging for emulator restart and system service load execution
* Add IPC emulator PID output command
Impl `PID` output command to return the emulator process ID
- required for launches supporting emulator restart
* Add log file append mode support (used after restarting to keep the same log file)
* Keep game root between restarts
* add --wait-for-debugger option flag
* add --wait-for-pid flag
used for sync between parent & child process during restart
* impl restart via ipc
* fix override game root
* add qt flags to allow restart
* Implement sceKernelMemoryPoolGetBlockStats
Not entirely sure on the logic behind the cached blocks work, but flushed blocks seems to just be based on committed direct memory.
* Fix comment
* Refactor direct memory areas
At this point, swapping the multiple booleans for an enum is cleaner, and makes it easier to track the state of a direct memory area.
I've also sped up the logic for mapping direct memory by checking for out-of-bounds physical addresses before looping, and made the logic more solid using my dma type logic.
* Fix PoolCommit assert
Windows devices will throw an access violation if we don't check for iterator reaching end.
* Fix isDevKit
Previously, isDevKit could increase the physical memory used above the length we reserve in the backing file.
* Physical backing for flexible allocations
I took the simple approach here, creating a separate map for flexible allocations and pretty much just copying over the logic used in the direct memory map.
* Various fixups
* Fix mistake #1
* Assert + clang
* Fix 2
* Clang
* Fix CanMergeWith
Validate physical base for flexible mappings
* Clang
* Physical backing for pooled memory
* Allow VMA splitting in NameVirtualRange
This should be safe, since with the changes in this PR, the only issues that come from discrepancies between address space and vma_map are issues related to vmas being larger than address space mappings. NameVirtualRange will only ever shrink VMAs by naming part of one.
* Fix
* Fix NameVirtualRange
* Revert NameVirtualRange changes
Seems like it doesn't play nice for Windows
* Clean up isDevKit logic
We already log both isNeo and isDevKit in Emulator::Run, so the additional logging in MemoryManager::SetupMemoryRegions isn't really necessary.
I've also added a separate constant for non-pro devkit memory, as suggested.
Finally I've changed a couple constants to use the ORBIS prefix we generally follow here, instead of the SCE prefix.
* Erase flexible memory contents from physical memory on unmap
Flexible memory should not be preserved on unmap, so erase flexible contents from the physical backing when unmapping.
* Expand flexible memory map
Some games will end up fragmenting the physical backing space used for flexible memory. To reduce the frequency of this happening under normal circumstances, allocate the entirety of the remaining physical backing to the flexible memory map.
This is effectively a workaround to the problem, but at the moment I think this should suffice.
* Clang
* ajm: handle ParseRiffheader flag
* small optimizations and cleanup
* allow uninitialized instances handle RIFF
* fixed audio cutoff and small refactoring
* small fix to the returned data
* fix gapless init, reset total samples on RIFF init
* warning reporting + consume input buffer on gapless loop
* avplayer: code improvements
* avplayer: implemented pause/resume
* avplayer: implemented sync modes
* avplayer: issue warning on loopback
* avplayer: sync on video ts in default mode when audio ts is not available
* avplayer: removed waits for the frame in Get*Data, replaced cv with sleep
* avplayer: removed all waits from GetVideoData
* avplayer: fix warning propagation + small fixes
* Using texture memory for video frames, dropped video frame cache, syncing audio to video
* do not sync to audio when audio is not enabled
* removed logs, fixed sync
* reverted the removal of pre-allocated buffers
* Logic update, no QT ui
* Fixing errors
* Gui boxes
* fixes
* prevent device list refreshing too fast when game not running
* Removed duplicate Socket declarations in kernel/file_system.cpp and fs.h
* Fixed clang-format and micDevice errors
* Ran clang-format and fixed rebase compiler issues
* Settings dialog fix
* Addressed squidbus' concerns
* Update config.cpp to adhere to clang-format
* Removed a space causing clang-format to complain
* Addressed squidbus' concerns and added fallbacks
Concerns:
- Changed dev_name construct to remove unnecessary cast
- Added an invalid AudioDeviceID macro to replace magic number
---------
Co-authored-by: rainmakerv2 <30595646+rainmakerv3@users.noreply.github.com>
* Fix: Add libbsd dependency for Linux builds
Adds conditional libbsd support to resolve strlcpy undefined reference
on Linux systems. Includes proper CMake detection and header includes.
* Fix: Use internal strlcpy implementation for Linux
- Extend existing Windows strlcpy implementation to Linux
- Remove libbsd dependency from CMakeLists.txt
- Resolves undefined reference to strlcpy on glibc systems
Uses the project's existing approach instead of adding external dependencies.
* Fix address formatting for invalid address asserts
* Reduce event flag message to trace
This log effectively contributes nothing to debugging.
* Remove excess logging in sceKernelBatchMap
Every one of these opcodes will just log from their individual function calls anyway, and if there were issues with batch map logic, we would've known for a while now.
* Log error return during sceKernelBatchMap
May help with debugging some unstable UE games?
* Use _mm_setcsr over assembly
Exists on all platforms, so might as well use it.
* Clang
* Missing include
* Unconditionally set FPUCW
As per review suggestions.
* Fix FPUCW and MXCSR registers on Windows
For some reason only Microsoft knows, settings these values in the context doesn't work.
Also their controlfp functions don't seem to work either, so I used assembly instead.
* Set MXCSR on all platforms
All three platforms use the same default MXCSR register value. Use an assembly instruction to set this for all platforms.
* Remove checks for module version_major and version_minor
Following this rule broke linking for some libraries, and introduced extra effort needed to get some homebrew running.
* Clang
* Fix rebase
* Disable libSceSsl HLE
Real hardware uses a title workaround to determine if base libSceSsl is needed. Currently, this title workaround applies to absolutely nothing.
Somehow I missed that we already had a IsValidAddress function that could be used for ensuring addresses is inside vma map (for non Mac platforms at least). This PR swaps my Contains(addr) checks for calls to IsValidAddress.
This should help with some weird inconsistent memory asserts and exceptions caused by inconsistent iterator behavior on Windows devices.
* Swap !IsFree() for IsMapped()
IsFree only checks if the VMAType == Free. As is, that means ClampRangeSize will include memory that is Reserved or PoolReserved, and neither of those types are GPU mapped.
This fixes this bug, may help with some non-GPU memory asserts.
* Apply ClampRangeSize to vertex buffers
Helps with some cases encountered by UE and Minecraft.
* Implement sceKernelIsInSandbox
libSceSysmodule uses this to determine if it should use sceKernelGetFsSandboxRandomWord or just hardcode "system" for retrieving modules.
Also changes some function types to use our types.
* Update OrbisSysModule enum
Adds missing values based on library testing.
* Clang
* Fix handling of ORBIS_NET_SO_ONESBCAST to support proper broadcast address translation on send.
Fix setsockopt for SO_(RCV/SND)TIMEO on Windows/Linux.
* fixed suggestion
* fixes
* Np library cleanup
Moved all Np libraries to a Np folder, created files for Np error codes and structs shared between the libraries, removed empty auto-generated stubs from NpCommon and NpManager, and more things of that nature.
Also implemented sceNpGetAccountCountry, since we already had sceNpGetAccountCountryA anyway.
* Cleanup NpManager signed_out checks
The PR that introduced the PSN signed in status reverted some of the changes I'd previously made to improve accuracy.
Also they missed sceNpHasSignedUp, which just uses an internal variant of sceNpGetState for it's own check.
* Copyright dates
* Move signin check to NpManager RegisterLib
Hardcoding it the way I did caused it to read signin status before config was read.
* Fix RegisterLib names
Not sure why these weren't adjusted yet, so I've adjusted them myself.
* Fix NpCommon exports
* Basic parameter validation in sceNpDeleteRequest and sceNpCreateRequest
* More thorough request logic
Created an enum to capture the current state of each request, using a vector to store them.
I've made 3 states, none represents deleted requests, active represents requests that were made, but haven't been used yet, and complete represents used requests (a request cannot be used for multiple functions).
* Functions
sceNpCheckAvailability, sceNpCheckAvailabilityA, sceNpCheckNpReachability, sceNpGetAccountDateOfBirth, sceNpGetAccountDateOfBirthA added.
* sceNpGetAccountLanguage, sceNpGetAccountLanguageA
* sceNpGetGamePresenceStatus, sceNpGetGamePresenceStatusA
Also reduced debug logging for functions with early signed out returns, since those should behave identically to real hardware so long as you keep PSN emulation disabled.
* Fix sceNpGetAccountLanguage parameters
Oops
* sceNpGetNpReachabilityState
* sceNpGetParentalControlInfo, sceNpGetParentalControlInfoA
* Move OrbisNpState back to np_manager.h
Until this sees use elsewhere, this doesn't need to be with np-wide things.
* Clang
* AF_UNIX preliminary support
* fixed windows
* added windows implemenation for socketpair
* More gotos
* added sys_socketpair for libkernel_ps2emu
---------
Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
* This works, but it's missing some hotkeys and the GUI isn't hooked up to anything now
* More hotkeys
* Remove debug log
* clang
* accidentally used the wrong value here
* gui changes for new backend (#10)
* gui changes for new backend
* fix lmeta
* don't erase non-hotkey lines
* do not erase hotkey configs in kbm or controller guis
* Fix repeated inputs
* Documentation
---------
Co-authored-by: rainmakerv2 <30595646+rainmakerv3@users.noreply.github.com>
* Qt: Add FSR settings to settings GUI
* Move FSR settings from Imgui.ini to main config
* move passing fsr settings to presenter constuctor
* cleanup: use struct instead of function call
* cleanup: make variable names consistent with others
* Update fsr settings real-time in qt, save button in Imgui
* Linux build fix, missing running game check
* syntax fix
* Change gamerunning checks to if (presenter)
* libSceVrTracker stubs, structs, enums, and errors
* sceVrTrackerQueryMemory
* Clang and slight struct cleanup
* Implement sceVrTrackerInit
* Store memory pointers and sizes
Mainly for future developers, since I doubt these memory areas will be particularly useful for these stubs.
* sceVrTrackerRegisterDevice
I haven't really identified the difference between the two register device functions, but I do know that they both internally call the internal function with slightly different parameters.
* sceVrTrackerUnregisterDevice
Also changes Hmd and Move handles to be values closer to what real hardware returns, since this function seemingly relies on handles being different for all these device types.
* sceVrTrackerTerm
* Additional error checks in sceVrTrackerRegisterDeviceInternal
* sceVrTrackerGetTime
* sceVrTrackerRecalibrate
Recalibration succeeds on real hardware (at least for some device types), so I've left the stub log intact.
* Update vr_tracker.cpp
* sceVrTrackerSetDurationUntilStatusNotTracking stub
Only handled the error checks, so I left the stub log intact.
* sceVrTrackerGpu* functions
Most of these can't succeed without a camera attached.
* Rename SceKernelIovec to OrbisKernelIovec
Fixes the naming scheme to match the rest of the project.
* Type fixups
Noticed this while working on the actual thing this PR is about.
* More type fixups
* Update file_system.cpp
* Abstract directory handling
* Clang
* Directory fstat
* Fix dirent loading logic
* PfsDirectory size
Seemed to be hardcoded when I ran tests, so I've hardcoded it here.
Also fixed up the reclen-aligning logic based on hardware observations.
* GetDents cleanup
Bring back the bytes < 512 error return from before, as that's still something that can be checked for out here.
I've also swapped the file type stuff to run from a switch case, so that the check for invalid file type can be used as the default case
* Support reading directories
* getdents
For PfsDirectory, getdents behaves like read does on normal directories. Since dirents are stored internally with a different struct, this means getdents has to convert the dirents before returning data.
For NormalDirectory, getdents is identical to read, so it can just call read and set the basep output.
* Directory readv
* Directory preadv
Since the file mutex is locked before these calls, messing with dirents_index like this shouldn't cause any weird side effects.
* return ORBIS_OK instead of 0
to better align with our coding standards.
* Directory lseek
* Un-modify CMakePresets.json
I keep this modified locally for Linux, but accidentally pushed it.
* Clang
* Fix mac compile
* Potential windows compile fix?
* Filename fix
* Fix normal directory d_reclen
* Comment cleanup
* Remove unnecessary dirent conversion logic
On real hardware, the records are still returned with the same reclen, despite the change in structure.
* PfsDirectory dirents_index fixes
Some weird stuff happens once you reach eof on directories.
Thankfully, PfsDirectories are rather tame in this regard.
* Change comment
* Rewrite normal directory reads
The logic for these seems to behave like a normal file, so instead of tracking a dirents_index, keep an internal buffer representing the file contents, and copy that to output buffers as needed.
* Update pfs_directory.cpp
* Clang
* Fix normal dirents
When rewriting the code, I forgot to account for the increased reclen value for the last dirent in the buffer.
* PfsDirectory::lseek fixes
Based on some additional tests, it seems like lseek unconditionally returns dirents_index, not the actual file position.
Also fixed some bugs with the logic for calculating the proper offset when games do wonky things, and fixed a potential area where games could crash.
* Downgrade stat and fstat log to debug
These functions can get pretty spammy.
* PfsDirectory: Properly track if end of file is reached
Using the metric `dirents_index < directory_content_size` fails when `directory_content_size` is larger than the actual directory size we report.
Since, from what I can tell, PfsDirectories shouldn't ever report more than 0x10000 bytes for size, this change is necessary.
* Revert "PfsDirectory: Properly track if end of file is reached"
I need to do some hardware tests to see if all this excess logic is actually necessary.
* Fix PfsDirectory directory_size
Turns out, if your game has over 1000 files in a folder, it will actually cause the size to increase.
* Update copyright date
* Move devices and directories into file_sys
I've also updated the copyright dates on all these files.
* C++ style type casts
* Remove unnecessary memset
* Use a vector for the data buffer
Simplifies logic for freeing the buffer, based on review suggestions.
* Fix potential oob array access
* Change type casts in Create function
* Clang
* std::memcpy instead of memcpy
* NormalDirectory::lseek cleanup
* Create constants for directory alignment values.
* Use const wherever possible
* Includes cleanup
* Initial work
* More work
* More stuff
* Update hmd.cpp
* Separate Reprojection and Distortion functions
Mainly doing this to clean up the code, since these sub-libraries are fairly self-contained.
* Fix weird Git issue
* Improve error documentation
After thorough decompilation, it seems clear that Sony didn't really put much thought into how libSceHmd behaves with no headset connected.
* Fix sceHmdGet2DEyeOffset
* Update hmd.cpp
* Add sceHmdInternalGetDeviceInformation and sceHmdInternalGetDeviceInformationByHandle
Based entirely off decompilation, these two functions are internally the cause of much of my trouble with this library.
They're also called by libSceVrTracker, but I don't think we'll be LLE'ing that anytime soon.
* Cleanup
* sceHmdGetAssyError
Struct isn't fully decompiled, but since it goes entirely unused when PSVR is disconnected, it doesn't matter too much.
I'm pretty certain it's 4 floats though, based on what I've decompiled of this function.
* More organization and fixes
* sceHmdGetInertialSensorData
Behavior should be fully accurate, but I've left the stub log since I haven't decompiled the parameters properly.
Also gave NID aTg7K0466r8 a proper name, based on what I've seen while decompiling. It behaves identically to sceHmdGetInertialSensorData, but with a slight difference in the params used for an internal function call.
* Update hmd.cpp
* Revert name change
* Organizational changes
These two functions modify internal variables used exclusively by reprojection functions.
* Remove internal device information calls
* Log PSVR-related attributes from param.sfo
Would mainly be helpful for compatibility list moderation, since these notices will be much more reliable for games that crash instantly.
* Remove unnecessary includes
* Initial work on improved stubs
Simulates library behaviors for when a camera is not connected.
* Get* functions complete
I ended up leaving some stubs behind, but most of what I didn't do seem to be internal functions called by other libraries we'd be running HLE anyway.
* Finished stubs
Everything I can reasonably confirm the behavior of should behave as expected, emulating the behavior of a PS4 with no camera attached.
* sceCameraStart firmware check
This check only applies to higher eboot firmwares, since my previous test eboots used firmware 1.00 I completely missed this.
* sceCameraGetAutoExposureGain fix
When option is provided and valid, size is also set to 0.
* Track opened handles
Extremely basic for now, if the library was ever properly implemented this could be swapped for a map of some kind instead.
* Fix errors for sceCameraStart
The firmware-related parameter checks come after the library opened check.
* Promote sceCameraIsAttached log to info
Since you don't need to initialize the library to call this function, some games will call sceCameraIsAttached before anything else.
* Improved libSceMove stubs
These should more accurately represent how an actual PS4 behaves when a game calls libSceMove functions while no move controllers are connected.
* Clang
* Change sceMoveGetExtensionPortInfo stub
Not entirely sure the ExtensionPortData struct is for this one, but the struct itself isn't exactly important for now anyway.
* Fix sceMoveTerm
* Update move.cpp
* Properly align address and size in munmap
Based on observations of FreeBSD source code, fixes a Windows-related memory issue in War Thunder (CUSA00224)
* Format len and phys_addr in mmap
This should make logs slightly easier to understand, since we format these parameters in other memory calls.
* Update memory.cpp
* Various GetDents fixes
Fixed return and parameter types, and made the function return all the entries that will fit in nbytes during one call.
* Fstat dir stub changes
Changes the returned statistics to match what my PS4 tests generally show.
* Stat dir stub changes
To match my fstat changes
Grand Theft Auto V uses sceKernelGetdents in a loop to search through the contents of /download0, but will always check the first returned directory entry regardless of what value the function returns.
As it turns out, this will never fail on real hardware because all directories have entries for . and .., while the game code throws an exception on shadPS4 because we don't emulate these entries.
From what I can tell, this is valid behavior since a user could choose not to enter a party.
This fixes a potential crash on boot in Grand Theft Auto V.
* Update app_content.cpp
* Use hyphenation to determine entitlement id from folder name
The original approach I took had two limitations: it relied on entitlement ids being 16 characters long, and it relied on the end of the folder name containing the entitlement. If the former wasn't the case, my code would throw an exception, while the latter would cause the DLC to not detect.
To resolve both issues, I've created a more robust algorithm based on observations from the most commonly used PS4 dumpers for modern firmware.
* Use DLC param.sfo to determine entitlement id
While the logic ends up slightly more complex, this makes the code more robust for other dumping methods/weird DLC folder names from people installing DLC manually.
* Update sceAppContentAddcontMount to properly detect additional content folders
Based on what I've done in sceAppContentInitialize, I've added code for detecting the correct folder to mount.
I've also removed the redundant check for addcont_info status, since we're marking all additional content as installed during sceAppContentInitialize
* video_core: Rework detiling
* video_core: Support tiling and macrotile detiling
* clang format
* image_info: Cleanups
* resource: Revert some changes
* texture_cache: Fix small error
* image_info: Set depth flag on depth promote
* buffer_cache: Remove level check
* tile_manager: Handle case of staging buffer causing flush
* image_info: Add 2D thick array mode
* image_info: Add slices to mip size
* tile_manager: Set bank swizzle
* buffer_cache: Support image copies from DmaData
* vk_rasterizer: Accelerate trivial render target copies with compute
Before tiling PR compute image copies were done with the following sequence
vkCmdCopyImageToBuffer (in SynchronizeBufferFromImage) -> vkCmdDispatch (copy) -> vkCmdCopyBufferToImage (in RefreshImage)
With the tiling PR it added extra tiling/detiling steps
vkCmdCopyImageToBuffer -> vkCmdDispatch (tiling) -> vkCmdDispatch (copy) -> vkCmdDispatch (detiling) -> vkCmdCopyBufferToImage
This is quite a bit of overhead for a simple image copy. This commit tries to detect trivial image copies i.e cs shaders that copy the full source image to all of the destination.
So now all this sequence is just a vkCmdCopyImage. How much it triggers depends on the guest
* texture_cache: Fix build
* image: Copy all subresources with buffer too
* select
* select for windows
* fixed windows only function
* windows error converts
* fixed up
* fixed compile
* another implementation for windows
* draft rewrite for windows
* implementation for windows
* added some debugging info
* more debugging
* extensive log
* Windows: Add device files to output fd_sets
Cyberpunk 2077 breaks without this.
Also added some formatting changes, to bring the implementation closer to our typical coding standards.
* Clang
* Formatting + cleanup
Removed some excessive logging used for debugging, and did some cleanup on the non-Windows implementation.
---------
Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
Co-authored-by: Stephen Miller <millerste004@gmail.com>
* Changes
-Added support for OrbisImeParamExtended (extended IME parameters) in ImeHandler, ImeState, and ImeUi
-Updated all relevant constructors and logic to propagate and store the extended parameter
- Now fully supports passing extended options from sceImeOpen to the IME UI and backend
* Potential CUSA00434 [Debug] <Critical> assert.cpp:30 assert_fail_debug_msg: Assertion Failed!
buf_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?" at C:/VS/shadPS4-ime-fixes/externals/dear_imgui/imgui_widgets.cpp:4601 fix
* Attempting to resolve an assertion failure in Diablo III:
- Adjusted buffer sizes
- Updated the calculation of text‑length values
* ime-lib another hotfix
Fixed incorrect param->title validation, which caused the IME dialog to fail to appear in Stardew Valley. Need to be checked.
* Clang fix
* FF9 ImeDialog Hotfix
* Removed the validation that disallowed null text and null placeholder, since using null values is valid in `ImeDialog`.
* Added additional debug logs to aid troubleshooting.
* IME Fixes
- Add missing flags to `OrbisImeExtOption`
- Improve debug logging
- Resolve nonstop `sceImeKeyboardOpen` calls in Stardew Valley (MonoGame engine) for `userId = 254`
---------
Co-authored-by: w1naenator <valdis.bogdans@hotmail.com>
* Add stubbed libkernel time functions
* Implement remaining stubbed Rtc functions
* Move Rtc from the optionally HLE loading part to the always loaded part
* Remove Rtc from the README list of LLE modules
* Mfw last second hotfix I noticed while double checking that everything's good before opening the PR
* Changes
-Added support for OrbisImeParamExtended (extended IME parameters) in ImeHandler, ImeState, and ImeUi
-Updated all relevant constructors and logic to propagate and store the extended parameter
- Now fully supports passing extended options from sceImeOpen to the IME UI and backend
* Potential CUSA00434 [Debug] <Critical> assert.cpp:30 assert_fail_debug_msg: Assertion Failed!
buf_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?" at C:/VS/shadPS4-ime-fixes/externals/dear_imgui/imgui_widgets.cpp:4601 fix
* Attempting to resolve an assertion failure in Diablo III:
- Adjusted buffer sizes
- Updated the calculation of text‑length values
* ime-lib another hotfix
Fixed incorrect param->title validation, which caused the IME dialog to fail to appear in Stardew Valley. Need to be checked.
* Clang fix
* FF9 ImeDialog Hotfix
* Removed the validation that disallowed null text and null placeholder, since using null values is valid in `ImeDialog`.
* Added additional debug logs to aid troubleshooting.
---------
Co-authored-by: w1naenator <valdis.bogdans@hotmail.com>
* Use last 16 characters of DLC folder name to determine entitlement label
Code comments and commit name say it all.
* Clang
* Adjust comment
ftpdump appends -ac at the end of the entitlement label, so my comment was partially incorrect.
* Changes
-Added support for OrbisImeParamExtended (extended IME parameters) in ImeHandler, ImeState, and ImeUi
-Updated all relevant constructors and logic to propagate and store the extended parameter
- Now fully supports passing extended options from sceImeOpen to the IME UI and backend
* Potential CUSA00434 [Debug] <Critical> assert.cpp:30 assert_fail_debug_msg: Assertion Failed!
buf_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?" at C:/VS/shadPS4-ime-fixes/externals/dear_imgui/imgui_widgets.cpp:4601 fix
* Attempting to resolve an assertion failure in Diablo III:
- Adjusted buffer sizes
- Updated the calculation of text‑length values
* ime-lib another hotfix
Fixed incorrect param->title validation, which caused the IME dialog to fail to appear in Stardew Valley. Need to be checked.
* Clang fix
---------
Co-authored-by: w1naenator <valdis.bogdans@hotmail.com>
* Changes
-Added support for OrbisImeParamExtended (extended IME parameters) in ImeHandler, ImeState, and ImeUi
-Updated all relevant constructors and logic to propagate and store the extended parameter
- Now fully supports passing extended options from sceImeOpen to the IME UI and backend
* Potential CUSA00434 [Debug] <Critical> assert.cpp:30 assert_fail_debug_msg: Assertion Failed!
buf_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?" at C:/VS/shadPS4-ime-fixes/externals/dear_imgui/imgui_widgets.cpp:4601 fix
* Attempting to resolve an assertion failure in Diablo III:
- Adjusted buffer sizes
- Updated the calculation of text‑length values
---------
Co-authored-by: w1naenator <valdis.bogdans@hotmail.com>
* Store platform-specific level in a separate variable
So the level logged in the getsockopt/setsockopt unreachable is actually useful in cases where the level is unknown.
* Define ORBIS_NET_IPPROTO_IPV6
Not implemented yet, but since it's known we might as well add it.
* Fix error codes
Our libSceNet code expects accurate ORBIS_NET_E* errors, while the sys_net code returns ORBIS_NET_ERROR_* errors.
* Remove duplicate getsockname implementation
* Use separate mutex for ReceivePacket calls
Calls to ReceivePacket shouldn't block other socket functions, and allowing them to block these functions frequently causes deadlocks in games that use multiple threads for socket behaviors.
That said, concurrent receives are still a potential issue, so the function should still have a mutex.
* Add missing error codes
* Clang
* Minor nit
Not sure why these were left separate from the rest of the net errnos
* Set __Error() in ConvertReturnErrorCode
Because the new error values are positive, the logic of "negative return is an error" doesn't work anymore. The easiest fix, while retaining corrected error values, is to just set __Error() in ConvertReturnErrorCode, and have that return -1 instead.
I also added some formatting fixes here too.
* Set errno on stubbed P2P socket error returns.
Otherwise the errno is just whatever was set by a previous failing function, which may cause issues in some games.
I used EAGAIN here since it appears to be valid for all three of these functions, but this can be changed if requested.
* Fix missed error returns
* Fix socket methods in file_system
Missed these
* Implement simple DNS name resolution
* Remove conversion of getaddrinfo errors to string
---------
Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
* Retrieve correct netmask in netctl
* Retrieve correct default route in netctl (Linux)
* Retrieve default gateway on mac
* added default gateway for windows
---------
Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
* ime-fixes-hotfix
- Fixed incorrect validation of internal errors causing the keyboard GUI to not close on call to sceImeClose.
- Removed nonstop spam when ImeDialog is opened.
- Fixed text and data decoding for logs.
- Fixed incorrect validation of internal errors in sceImeKeyboardClose.
- Added partial implementation of sceImeKeyboardGetResourceId (always returns that the USB keyboard is disconnected); used in CUSA33782.
* fix clang in ime.cpp
* Update ime_dialog.cpp
Remove unnecessary Log spam
* Update ime.cpp
- use brackets for loops
- removed duplicated Log
* Update ime_dialog_ui.cpp
- fixed comment style code removal
* Update ime.cpp
- more brackets
---------
Co-authored-by: w1naenator <valdis.bogdans@hotmail.com>
* Config entry isConnectedToNetwork
* Respect Config::isConnectedToNetwork when returning connection state
* Return connection status in NetCtlGetInfo
* Print connection data in log
* - typo fix
- added validations for sceImeKeyboardOpen/Close
- fixed mistakes in logs
- additional log spam for debuging
* Disable user id validation
Disable user id validation until user manager is ready.
---------
Co-authored-by: w1naenator <valdis.bogdans@hotmail.com>
* IME fixes
- Moved enums, flags, and structs to ime_common.h to simplify usage with Ime and ImeDialog
- Updated Ime to use an enum as the return type, consistent with ImeDialog
- Removed duplicate definition of OrbisImeKeycode
- Added OrbisImeLanguage as a flags enum
- Added missing options to OrbisImeOption
- Removed OrbisImeDialogOption; OrbisImeOption should be used instead
- Added OrbisImeTextAreaMode
- Updated OrbisImeTextAreaMode
- Fixed OrbisImeEventParam by adding the missing member OrbisImePanelType panel_type
- Updated the sceImeOpen declaration to use extended parameters (not yet implemented)
-Fixed Diablo III (CUSA00434) assertion failure on ImeDialog initialization
* Ime lib fixes
- Updated functions to consistently use the Error enum type for return values.
- Added detailed logging to aid future IME/OSK development and debugging.
- Now use OrbisUserServiceUserId (s32) and OrbisImeKeycodeState in relevant functions and structs.
- Introduced a generic template method to generate full bitmasks for all Orbis flag-style enums, simplifying validation and mask creation.
- Implemented additional parameter validations in sceImeOpen.
- Added missing enums: OrbisDisableDevice, OrbisImeInputMethodState, OrbisImeInitExtKeyboardMode, OrbisImeKeycodeState, and other USB keyboard-related enums.
- Fixed incorrect usage of format specifiers in calls to logging macros (LOG_*).
* Data Type Fixes
- Replaced the use of the type alias OrbisUserServiceUserId = s32 with Libraries::UserService::OrbisUserServiceUserId directly.
* Fixed IDE warnings
- generate_full_mask now returns const instead of constexpr.
- Added argument list to std::unique_lock<std::mutex> construction for clarity.
* Clang fixes
* Removed unneccessary comment
---------
Co-authored-by: w1naenator <valdis.bogdans@hotmail.com>
If the create flag is specified, but the file already exists, then the file should open successfully, regardless of permissions.
This fixes a crash seen in Phantasy Star Online 2 New Genesis (CUSA29813)
* sceAudio3dTerminate
My First Gran Turismo® (CUSA49696) uses this while initializing it's audio system. Without it, the game spams errored sceAudio3dInitialize calls.
* Properly close AudioOut handle
Based on library decompilation.
- Moved enums, flags, and structs to ime_common.h to simplify usage with Ime and ImeDialog
- Updated Ime to use an enum as the return type, consistent with ImeDialog
- Removed duplicate definition of OrbisImeKeycode
- Added OrbisImeLanguage as a flags enum
- Added missing options to OrbisImeOption
- Removed OrbisImeDialogOption; OrbisImeOption should be used instead
- Added OrbisImeTextAreaMode
- Updated OrbisImeTextAreaMode
- Fixed OrbisImeEventParam by adding the missing member OrbisImePanelType panel_type
- Updated the sceImeOpen declaration to use extended parameters (not yet implemented)
-Fixed Diablo III (CUSA00434) assertion failure on ImeDialog initialization
Co-authored-by: w1naenator <valdis.bogdans@hotmail.com>
Older games aren't fond of how our sceVideodec2GetPictureInfo implementation outputs AVC picture info after the struct size increase.
Adding the old struct, and additional code using it for these games works around this problem.
* Validate requested dmem range in MapMemory
Handles a rare edge case that only comes up when modding Driveclub
* Specify type
auto has failed us once again.
* Types cleanup
Just some basic tidying up.
* Clang
* Rework framework to allow for more types of mouse-to-something emulation and hook up gyro to it
* Remove the unnecessary null check now that deltatime is handled differently
* Fix toggle key
* Basic gyro emulation working for two out of the three dimensions
* clang
* Added bindable key to hold for switching from looking to the sides to rolling
* documentation
* added recentFiles save/load
* gui language
* fixups for language
* fixed language issue with savedata (it was saving based on gui language and not on console language)
* clang fix
* elf dirs added
* added theme
* Fix rename
We shouldn't be leaving a copy of the original filename laying around.
This fixes one of a few broken savedata checks in DRAGON BALL XENOVERSE (CUSA01341)
* sceKernelWrite hack
Seems like std::fwrite has some weird edge cases we aren't handling properly.
Until we get to the bottom of this issue, here's a hack that bypasses it.
This fixes saves in DRAGON BALL XENOVERSE (CUSA01341)
* hack fix
* Improved "hack"
* Fix rename for Windows users
Turns out, we're using copy instead of rename for a reason, and that same reason came up when adding the remove call.
Also adds a log for the sceKernelWrite issue, since that's definitely a hack that needs to be debugged.
* A real fix for the sceKernelWrite issue
Turns out, some data was just buffered.
Running Flush fixes that problem.
* Move fflush call to WriteRaw
To prevent future cases of this issue.
Neither sceVideodec2Decode or sceVideodec2Flush should be modifying the output's `thisSize`, doing so breaks older games now that we have the updated structs.
We should also only set frameFormat and framePitchInBytes if the game inputted the newer struct, since otherwise we're modifying memory the game never gave us.
These changes might fix the regression in Hatsune Miku Project Diva X, though it's hard to tell due to some weird caching issue with Windows, and the ancient regression this game had on Linux.
* Merge dmem areas
* Fix DirectMemoryArea::CanMergeWith
Don't merge dmem areas if the memory types are different.
* Reduce some warnings to info
Both functions should behave properly now, there's no reason to warn about their use.
* Clang
* Change default context and handle values
libSceNpToolkit internally uses context/handle values of zero to indicate NpTrophy calls failed.
This PR returns handle/context as index + 1 instead, avoiding this issue.
* Fix log message
* Update file_system.cpp
* libSceVideodec2 struct fixes
Our code was based on an old version of the libSceVideodec2 library. Based on what I've decompiled, these structs changed somewhere around firmware 6.50, and newer versions of the library have these flexible checks to accommodate both variants of the structs.
* Static assert for AvcPictureInfo struct
All the other Videodec2 structs have static asserts, might as well use one here too.
* Initialize new values
Set proper values for frameFormat and framePitchInBytes.
`frame->linesize[0]` appears to be in bytes already, I'm not sure if that means framePitch is being set wrong though.
* texture_cache: Avoid gpu tracking assert on sparse image
At the moment just take the easy way of creating the entire image normally and uploading unmapped subresources are zero
* tile_manager: Downgrade assert to error
* fix macos
* More descriptive sceKernelMapNamedFlexibleMemory logging
* Misc exports
These functions are used by Overwatch: Origins Edition
* Clang
* Function parameter cleanup
Changes the parameters on our sceKernelMapNamedFlexibleMemory and sceKernelMapFlexibleMemory functions to better align with our current standards.
* posix_pthread_attr_getschedparam
* Fixes for scePthreadGetAffinity and scePthreadSetAffinity
Looking at FreeBSD source, and our other pthread functions, we should be using our FindThread function to get the appropriate thread if thread != g_curthread.
* Swap do-while to while
If we use a do-while loop, we waste time if `aligned_size = 0`. This is also still accurate to FreeBSD behavior, where it returns success if `start == end` during mprotect.
This also effectively prevents the memory assert seen in updated versions of RESIDENT EVIL 2 (CUSA09193)
* Move prot validation outside loop
The prot variable shouldn't change during a mprotect call, so we can check the flags before protecting instead.
Also cleans up the code for prot validation.
This should improve performance, and is more accurate to FreeBSD code.
* Add logging for protect calls
This will help in debugging future problems
* Change touchpad handling and orientation calculation
* remove unnecessary includes in pad.cpp
* remove the cmake command arguments
* remove the weird file
* try to fix formatting
* limit new gyro and touchpad logic to controller 1
* remove cout
* fix formatting and add the handle check to scePadRead
* swap y and z back
* Only perform GPU memory mapping when GPU can access it
This better aligns with hardware observations, and should also speed up unmaps and decommits, since they don't need to be compared with the GPU max address anymore.
* Reserve fixes
ReserveVirtualRange seems to follow the 0x200000000 base address like MemoryPoolReserve does.
Both also need checks in their flags Fixed path to ensure we're mapping in-bounds. If we're not in mapping to our address space, we'll end up reserving and returning the wrong address, which could lead to weird memory issues in games.
I'll need to test on real hardware to verify if such changes are appropriate.
* Better sceKernelMmap
Handles errors where we would previously throw exceptions. Also moves the file logic to MapFile, since that way all the possible errors are in one place.
Also fixes some function parameters to align with our current standards.
* Major refactor
MapDirectMemory, MapFlexibleMemory, ReserveVirtualRange, and MemoryPoolReserve all internally use mmap to perform their mappings. Naturally, this means that all functions have similar behaviors, and a lot of duplicate code.
This add necessary conditional behavior to MapMemory so MemoryPoolReserve and ReserveVirtualRange can use it, without disrupting the behavior of MapDirectMemory or MapFlexibleMemory calls.
* Accurate phys_addr for non-direct mappings
* Properly handle GPU access rights
Since my first commit restricts GPU mappings to memory areas with GPU access permissions, we also need to be updating the GPU mappings appropriately during Protect calls too.
* Update memory.cpp
* Update memory.h
* Update memory.cpp
* Update memory.cpp
* Update memory.cpp
* Revert "Update memory.cpp"
This reverts commit 2c55d014c0.
* Coalesce dmem map
Aligns with hardware observations, hopefully shouldn't break anything since nothing should change hardware-wise when release dmem calls and unmap calls are performed?
Either that or Windows breaks because Windows, will need to test.
* Implement posix_mprotect
Unity calls this
Also fixes the names of sceKernelMprotect and sceKernelMtypeprotect, though that's more of a style change and can be reverted if requested.
* Fix sceKernelSetVirtualRangeName
Partially addresses a "regression" introduced when I fixed up some asserts.
As noted in the code, this implementation is still slightly inaccurate, as handling this properly could cause regressions on Windows.
* Unconditional assert in MapFile
* Remove protect warning
This is expected behavior, shouldn't need any logging.
* Respect alignment
Forgot to properly do this when updating ReserveVirtualRange and MemoryPoolReserve
* Fix Mprotect on free memory
On real hardware, this just does nothing. If something did get protected, there's no way to query that information.
Therefore, it seems pretty safe to just behave like munmap and return size here.
* Minor tidy-up
No functional difference, but looks better.
* Fix reading not existing savedata
* alloc save memory instead return error
* save memory saze to save slot instead of global
* remove unused enum
* remove unneeded memory clean
* Properly handle ENOMEM error return in MapMemory
Needed for Assassin's Creed Unity to behave properly.
* Change error message
If I left the message as-is, we'd probably see inexperienced people claiming the assert means your device needs more memory, which is completely false.
* Clang
You know you're doing something right when Clang complains.
* Attempt to handle MemoryMapFlags::NoOverwrite
Based on my interpretation of red_prig's descriptions. These changes are untested, as I'm not able to test right now.
* Fix flag description
* Move overwrite check to while condition
* Implement sceKernelMapDirectMemory2
Behaves similarly to sceKernelMapDirectMemory, but has a type parameter.
* Simplify
No need to copy all the MapDirectMemory code over, can just call the function, then do the SetDirectMemoryType call
* Clang
* implementation
* add backend (WIP)
* now should be good
- fix implementation based on homebrew tests
- demote log to debug
- make squidbus happy (hopefully)
* fix moved m_name
* fix clang
* replace existing event when its same id and filter
* run timercallback after addEvent and remove useless code
* move KernelSignalRequest to the end
* clang (i hate you)
* dummy returns in p2p sockets
* added logging for sceNetSetsockopt
* possible fix for ORBIS_NET_SO_LINGER set
* logging for getsockoption as well
* disable kernel getsockname (seems to create issues with cyberpunk)
* some fixes with SetSocketOptions
* arggg
* posix_getsockname try
* mutex protection
* removed duplicated include (diegolix29)
* posix_getsockname appears to have issues in cyberpunk , comment it for now
* Implement sceKernelMemoryPoolBatch
I've tested Commit and Decommit on real hardware, haven't tested Protect or TypeProtect yet.
Implementation is primarily based on our sceKernelBatchMap implementation.
* Clang
* Update sceKernelMemoryPoolExpand
Hardware tests show that this function is basically the same as sceKernelAllocateDirectMemory, with some minor differences.
Update the memory searching code to match my updated AllocateDirectMemory code, with appropriate error conditions.
* Update MemoryPoolReserve
Only difference between real hw and our code is behavior with addr = 0.
* Don't coalesce PoolReserved areas.
Real hardware doesn't coalesce them.
* Update PoolCommit
Plenty of edge case behaviors to handle here.
Addresses are treated as fixed, EINVAL is returned for bad mappings, name should be preserved from PoolReserving, committed areas should coalesce, reserved areas get their phys_base updated
* Formatting
* Adjust fixed PoolReserve path
Hardware tests suggest this will overwrite all VMAs in the range. Run UnmapMemoryImpl on the full area, then reserve. Same logic applies to normal reservations too.
Also adjusts logic of the non-fixed path to more closely align with hardware observations.
* Remove phys_base modifications
This can be handled later. Doing the logic properly would likely take work in MergeAdjacent, and would probably need to be applied to normal dmem mappings too.
* Use VMAHandle.Contains()
Why do extra math when we have a function specifically for this?
* Update memory.cpp
* Remove unnecessary code
Since I've removed those two asserts, these two lines of code effectively do nothing.
* Clang
* Fix names
* Fix PoolDecommit
Should fix the address space regressions in UE titles on Windows.
* Fix error log
Should make the cause of this clearer?
* Clang
* Oops
* Remove coalesce on PoolCommit
Windows makes this more difficult.
* Track pool budgets
If you try to commit more pooled memory than is allocated, PoolCommit returns ENOMEM.
Also fixes error conditions for PoolDecommit, that should return EINVAL if given an address that isn't part of the pool.
Note: Seems like the pool budget can't hit zero? I used a <= comparison based on hardware tests, otherwise we're able to make more mappings than real hardware can.
* Reduce bitfield size
Linux compilers automatically convert this, Windows not so much.
* Static assert for VirtualQueryInfo struct size
Since compilers can be weird, having a static assert for this will be helpful.
Granted, this probably wont need changing after this PR.
* Fix VirtualQuery behavior on low addresses.
* Fix VirtualQuery struct
Somewhere in our BitField and array use, the size of our VirtualQuery struct became larger than the struct used on real hardware.
Fixing this fixes some data corruption visible in the name parameter during my tests.
* Default name to anon
On real hardware, nameless mappings are given the name "anon:address" where address appears to be the address that made the memory call.
For simplicity sake, I'll stick to the name "anon" for now.
* Place an upper bound on returns from SearchFree
Right now, this upper bound is set based on the limitations of our GPU buffer cache and page table.
Someone with more experience in that area of code should probably fix that at some point.
* More anons
* Clang
* Fix name in sceKernelMapNamedDirectMemory
* strncpy instead of strcpy
Hardcoded the constant size for now, I need to review how real hardware behaves here to determine if anything else is necessary for this to be accurate.
* Fix name behavior
All memory naming functions restrict the name size to a 31 character limit, and return `ORBIS_KERNEL_ERROR_ENAMETOOLONG` if that limit is exceeded.
Since this value is constant for all functions involving names, I've defined it as a constant in kernel's memory.h, and used that in place of any hardcoded 32 character limits.
* Error logging
Hopefully this helps in catching the UFC regression?
* Increase address space upper bound
Probably needs heavy testing, especially on Mac/Windows.
This increases the address space, as needed to accommodate strange memory behaviors seen in UFC.
* VirtualQuery fix
Due to limitations of certain platforms, we initialize our vma_map with 3 separate free mappings.
As such, we need to use a while loop here to accurately query mappings with high addresses
* Fix mappings to high addresses
The PS4's GPU can only handle 40bit addresses. Our texture cache and buffer cache were designed around these limits, and mapping to higher addresses would cause segmentation faults and access violations.
To fix these crashes, only map to the GPU if the mapping is fully contained within the address space the GPU should access.
I'm open to suggestions on how to make this cleaner
* Revert "Increase address space upper bound"
This reverts commit 3d50eeeebb.
* Revert VirtualQuery while loop
Windows wasn't happy with this, again.
Will try to debug and properly fix this when I have a good chance.
* Fix asserts
FindVMA, due to the way it's programmed, never actually returns vma_map.end(), the furthest it ever returns is the last valid memory area. All those asserts we involving vma_map.end() never actually trigger due to this.
This commit removes redundant asserts, adds messages to asserts that were lacking them, and fixes all asserts designed to detect out of bounds memory accesses so they actually trigger.
I've also fixed some potential memory safety issues.
* Proper error behavior in QueryProtection
Might as well handle this properly while I'm here.
* Clang
* More information about ReserveVirtualRange results
Should help debug issues like the one in The Order: 1886 (CUSA00076)
* Fix assert message
* Update assert message
Extra space
* Fix my bug
Oh hey, finally something that's my fault.
* Fix rasterizer unmaps
Should use adjusted_size here, otherwise we could unmap too much.
Thanks to diegolix29 for spotting this.
* Fix edge case in MapMemory
Code comments explain everything.
This should fix some memory asserts.
* Fix fix
Avoid running the code path if it's unnecessary, since there are many additional edge cases to handle when the VMA map is small.
* Fix fix fix
Should prevent infinite loops, haven't tested properly yet though.
* Split logging for inputs and out_addr in ReserveVirtualRange
Addresses review comments.
* Fix module map addresses
Most modules are mapped starting at 0x800000000, with no gaps between mappings.
* Hardcode hardware accurate base address
Looking at our address space, all platforms will have this base address mapped, so there shouldn't be any problem in using it.
* Clang
* Swap module mapping to NoFlags, remove offset code
Since real hardware has no gap between module mappings, the Fixed flag is just an annoyance to work around, and has no impact on the actual mappings.
Swapping the module mappings to use flags NoFlags instead simplifies our code slightly.
* Fix module mapping names
On real hardware, the file extension is part of the mapping name. Easiest way to manage this is to swap the name to be `file.filename().string()` instead of `file.stem().string()`
* Fix patches
Completely missed this, whoops.
* Proper handling of whence 3 & 4
* Accurate directory handling in open
Directories can be opened, and can be created in open, these changes should handle that more accurately.
* Mount /app0 as read only
On real hardware, it's read only.
* Proper directory flag handling.
Even when directory is specified, it will still succeed to open non-directories.
* Check for read only directories
* Earlier ro check in posix_rmdir
Hardware tests suggest these checks are in a different order
* Clear temp folder on boot
My tests rely on this, and some games do too.
Two birds with one stone
* Clang
* Add missing DeleteHandle calls
Whoops
* Final flags adjustment in sceKernelOpen
All my current tests are now hardware accurate.
* Fix truncates
Host ftruncate consistently fails on EINVAL, I'll need to test if this issue affected Windows too.
* Windows hacks
Windows is more limiting about how folders are opened and things like that. For now, pretend these calls didn't error.
Also fixes compilation for Windows
* Final touch-ups
After expanding my test suite further, I found a couple more edge cases that needed addressing.
Bloodborne audio is still broken, I'll look into that soon.
* Remove hacky read-only behavior in posix_stat
Bloodborne apparently uses the mode parameter here when querying it's audio files, and the mode we returned led to it disabling audio entirely.
* Clang
* Cleaner code
* Combine fsync and sync flags
According to FreeBSD docs, the "sync" flag is synonymous with the fsync flag, and is only included to meet the POSIX spec.
* Log if any currently unhandled flags are encountered.
These are rare and probably not too important, but log a warning when they're seen.
* Update file_system.cpp
* Update file_system.cpp
* Clang
* Revert truncate fix
Using ftruncate works fine after moving the call to before the proper file opening code.
* Truncate before open
Open the file as read-write, then try truncating.
This fixes read | truncate flag behavior on Windows.
* Slightly adjust check for invalid flags
Any open call with invalid flags should return EINVAL, regardless of other errors parameters might cause.
* Fix GetModule exception
Simple mistake
* Prevent OOB writes in add_segment
Due to mistakes in our linker logic, OpenOrbis' libSceFios2 causes OOB writes here.
While the ideal solution would be to fix the erroneous behavior, the best I'm capable of right now is just preventing the OOB writes.
* Implement sceKernelGetModuleInfo, sceKernelGetModuleInfoInternal, sceKernelGetModuleList
These are implemented based on hardware observations and a homebrew sample made by red_prig. I've yet to test what error cases can show up.
* Clang
* Accurate error returns
If there are more modules than provided space, then return kernel ENOMEM.
If either handles or out_count are null, return kernel EFAULT.
* Accurate error checks in ModuleInfo functions
* Clang
* Readable VideoOutEvent data packing
Inspired by the work of former shadPS4 devs and mostly based on red_prig's current code.
* Apply DceData struct to sceVideoOutGetEventCount
Makes the code easier to read
* Update equeue.h
* Update main.cpp
* Update equeue.h
* Proper struct names
* Fix hint mask
Thanks to red_prig for catching my mistake here.
* Clang
* Fix header discrepancy
* Some sysmodules inconsistencies fixed. Based on Visual studio flags if they are irrelevant lmk
* Suggestions - info passed to sceKernelGetModuleInfoForUnwind and if name field matches it gets zeroed
* Final suggestions
* reverting OrbisModuleInfoForUnwind and modifing header.
* Implement sceImeDialogGetPanelSize
* Fix header
* Clang
* Adjust values that are different from Ime
* Add original sizes as comments
* clang
* At this point half of the PR is from squidbus, and I'm just typing out what they say
---------
Co-authored-by: squidbus <175574877+squidbus@users.noreply.github.com>
* Update memory.cpp
* Clean logic
FindDmemArea guarantees that the first dmem area we check contains search_start. Any dmem areas beyond the first one will be entirely past search_start, so checking against it in the loop is unnecessary.
Under normal circumstances, this mapping should only occur when libSceGnmDriver initializes. From what I can tell, this can be after game code starts running. Until there's a better way to accurately handle this, allocating this memory breaks some games.
This revert fixes the regression in games using the GFD engine.
* Add the NpAuth library
* clang
* you didn't see anything
* Add some random return to make games at least start using this library
* i'm once again asking for your continued ignorance of what i'm forgetting to not push
* debug logging
* apparently just this is still enough
* this isn't used but it still shouldn't be incorrect
* Emulate memory behavior of libSceGnmDriver _DT_INIT
Due to the unique way some games check for sceKernelAllocateDirectMemory failures, emulating this properly is necessary.
* Clang
* Fix address input for direct memory call
* Fix bug with DirectQueryAvailable
Missed this in my prior PR.
* DirectQueryAvailable fix
Fixes error cases to be more hardware accurate.
* AllocateDirectMemory fixes
search_start and search_end were ignored in certain cases, this fixes that issue.
I've also basically rewritten the function in the process, since the lack of documentation made it difficult to make the proper adjustments.
* DirectQueryAvailable fixes
remaining_size was calculated incorrectly in cases where a free dmem_area had a base earlier than search_start, or an end after search_end.
* Reduce sceKernelGetDirectMemorySize log severity
By this point, we've confirmed that sceKernelGetDirectMemorySize is hardware-accurate. There's no reason to clog logs with this function, which games usually call before every sceKernelAllocateDirectMemory call.
* Clang
* Fix phys_addr_out
phys_addr_out should be equal to search_start in cases where search_start is greater than the dmem_area base.
* Dividing by zero is fun
Need to check for alignment when aligning things.
* Update memory.cpp
* Clang
* Implement sceVideoOutDeleteVblankEvent
* Implement sceVideoOutGetEventCount
Based on decompilation, needs testing.
I also tidied up some types for other functions in here.
* Change hexadecimal numbers to lowercase
A minor change to make sure my implementation follows the formatting standards seen in https://github.com/shadps4-emu/shadPS4/pull/2423
* cpu_patches: Remove CPU patches for macOS and bump minimum OS version to 15.4
* cpu_patches: Remove BMI1 patches
These are now only good for very old Intel CPUs that:
* Still do not currently function due to other CPU instruction issues.
* Will probably be too slow to run shadPS4 well.
* Fix sceNgs2SystemCreateWithAllocator
The cause of the exceptions without libraries.
* Remove error handling for unimplemented functions
Since nothing exists to create any VoiceHandle or RackHandle, we were consistently hitting those error returns.
Also promotes logs for stubbed functions back to LOG_ERROR, with the exception of two functions that get spammed pretty frequently.
* Use Core::ExecuteGuest to execute allocator alloc and free
* Clang
* Fix function definitions in ngs2.h
These should be using the SYSV ABI
* Fix function defs in ngs2_impl.h
This will (hopefully) fix compilation
* Clang
* Clang
again
* usbd: Implement libusb passthrough
* clang-format
* only do kernel activities on non-windows
* use variable to represent "fake" windows kernel driver
---------
Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
* sceKernelDebugOutText
Some homebrew use this for logging, and these logs do show up in console klogs.
I wasn't sure where the most suitable place for this function would be, so I made a separate file for these debug functions.
* Implement kernel exit
Some homebrew I have use this exit when an error occurs. Since actually closing the emulator isn't implemented yet, I've used an unreachable message that logs the status code.
I've placed it in process.cpp for now, let me know if I should change that.
* Improved implementations for sceKernelDebugRaiseException functions
These functions take in two parameters, an error code and some other value that I have no idea what is for. If that second parameter is not zero, they return ORBIS_KERNEL_ERROR_EINVAL before any calls to mdbg_service.
These improved implementations add the early error return and a message with the error code to the unreachable.
* Add missing exports
Homebrew apps like to use these kernel exports of posix functions instead.
* Clang
* Adding names to gui buttoms and adjusting spacing.
* moving refresh button to last slot.
* Changing the implementation to tooltips for hover over them - qstring to detect background color.
* Fixing some themes with inverted tooltip base
* Suggestions / Fixes - Pause and FullScreen Buttons
* Update REUSE.toml
* cleaning up
* Icons stuff
* clang
* Buttons toggle - Cleaning code - Fixing Icons
* cleaning boolean
* Toggle pause and play icons and label to "Resume" when paused.
* Simplifying the toggles.
* New icons and final Push to review
* Reuse
* Icon rename, adding f9 press for pause game when no gui is on without needed of debug menu
* clang + reuse
* clang dosent work on this part
* again Clang
* Last fix for review. Light theme white resume icon fix.
* Proper fix for Resume icon
* New Rebase
* Fixed Orientation with docking issues and cleaning boxlayout code
* Adding spacer to separate actions, sizeslider on top of search bar. And adding margins
* Fixed Background not showing on OLED Theme
* Fixing check marks
* Adding all Daniel Suggestions and fixed F9 not working with debug menu open.
* Clang
* reverting all OLED theme changes
* Final suggestions
* sceKernelOpen: Clean up flag handling
* sceKernelOpen: fix params
Based on decompilation, the second parameter of _open should be flags.
Additionally swaps the return and parameter types to align with our current standards.
* sceKernelOpen: Fix errors
Based on POSIX spec, if part of the path is missing, ENOENT is the correct return.
Additionally, decompilation suggests that open sets errno too.
* Fix exports
Fixes function exports to align with what they should be, based on what I've seen from decompilation and our module generator.
* Proper errno behavior on open
Since sceKernelOpen calls posix_open, errno should be set during this process.
Simplest way to handle that is to move the actual open code to posix_open and adjust error cases accordingly.
* Reorganize open calls, add error log
* Improve close
Removes the EPERM return, as it makes no sense, and swaps sceKernelClose with posix_close to properly emulate errno behavior.
* Fix log on close
* posix_open fixups
* Readd hack in posix_close
It's either this, or removing LLE DiscMap.
Or shadow implements posix sockets.
* Missing exports
Commented out while I gradually work through them all
* Remaining placeholder exports
* Swap some stuff around
I see nothing that suggests "open" only takes two parameters, so this should be completely safe.
It's also more accurate to how these are handled in libkernel, and means I won't need to reorganize anything for readv and writev.
* Update file_system.cpp
* Implement write and posix_write
* Oops
* Implement posix_readv and sceKernelReadv
Also fixes error behavior on readv, as that function shouldn't be returning any kernel error codes.
* Move sceKernelUnlink
Will deal with this one later, was just annoyed by how it's location doesn't align with the export order.
* Cleanup readv
* Implement posix_writev and sceKernelWritev
Also fixes error behavior on writev, since it shouldn't ever return kernel errors (since our device files return those)
* More cleanup on older functions
* Swap around sceKernelLseek and posix_lseek
This ensures that these have the correct error behavior, and makes their behavior align with the updated implementations for earlier functions.
* Update file_system.cpp
* Implement read
Also fixes error behavior
* Swap sceKernelMkdir and posix_mkdir
Fixes errno behavior on kernel calls, also fixed some incorrect error returns.
* Fix errno behavior on sceKernelRmdir
Also reduces function logging to bring it closer to the level of logging seen in other filesystem functions.
* Slight clean up of sceKernelStat
Fixes error behavior and changes some of the old data types.
* Refactor fstat
Fixes errno behavior, implements fstat, and shifts exports around based on file position.
Might reorganize function locations later though.
* Implement posix_ftruncate
Implements posix_ftruncate and fixes errno behavior for sceKernelFtruncate
* Add missing error conversions for more device functions
* Implement posix_rename, fix sceKernelRename errno behavior
* Add posix_preadv and posix_pread
Also fixes some incorrect error returns, fixes errno behavior, and removes an unnecessary hack.
* Fix compile
* Implement posix_getdents, getdirentries, and posix_getdirentries
Also fixes errno behavior for the kernel variants of these functions.
* Fix errno behavior of sceKernelFsync
* Implement posix_pwrite and posix_unlink
Also fixes errno behavior in related functions.
* Update file_system.cpp
* Remove SetPosixErrno
Ideally, we've handled all possible error conditions before calling these functions, so treat errors in platform-specific code as IO errors and return POSIX_EIO instead.
* Update header exports
Not sure where these get used, but might as well keep them consistent with the rest of this.
* Check if file exists before calling platform-specific code
Bloodborne checks if a file doesn't exist using open, checking if it specifically failed with error code ENOENT. To avoid working with platform-specific errnos, add a proper error return for if the file doesn't exist.
Fixes a regression in Bloodborne.
* Clang
Out of all the changes, this is apparently the only thing Clang-Format doesn't like.
I'm honestly surprised.
* Improve error checks on posix_unlink
Just because a file isn't opened doesn't mean the file doesn't exist.
Fixes the error returned if host_path.empty(), and removes the error return for when GetFile fails.
* Fix the Bloodborne fix
* Limit exports to tested functions
* More confirmed working exports
* Remaining stuff my games can test
* FS exports from firmware tests
* Bring back missing exports from main
I don't have any bootable things that call these, but since they were working well enough on main, they should be fine to readd.
* Add export for posix_pread
Spotted in Dreams a while back, might as well add it.
* Revert "Remove SetPosixErrno"
This reverts commit bdfc0c246c.
* Revert SetPosixErrno changes
shadow's using it for posix sockets, so significant modifications would introduce unnecessary merge conflicts.
* Update comment
* Add EACCES errno to SetPosixErrno
Seen in Gravity Rush.
Also reorganizes the switch case based on the posix errno value, since ordering by errno makes no sense on some OSes.
* More export fixups
Missed these during my initial pass through FS stuff because they were in kernel.cpp for some reason.
* Symbols from FS tests
Tested by messing around with firmware elfs, these atleast don't cause any crashes.
* Remove inaccurate error behavior
Seek can have offsets past the end of a file.
Also add logging for two valid whence values that are unsupported on Windows.
I'll need to verify that SEEK_HOLE and SEEK_DATA correspond to 3 and 4 respectively, I've yet to check source to verify.
* Fix error log
Oops
* Clang
Clang
* Remove close hack
Since LLE libSceDiscMap is no longer a concern, this hack shouldn't be needed.
Since sockets are still stubbed, and close can be used on sockets, I've added a warning log just in case this still occurs in some titles.
* Change SetPosixErrno unreachable to warning
I changed it to an unreachable in an earlier commit to make testing easier.
At this point, having an unreachable for this seems unnecessary, so change it to a warning instead.
* Remove Bloodborne hack
Games should be able to unlink files that aren't opened file descriptors. As far as I've tested, this doesn't break Bloodborne.
* Using OrbisKernelTimespec under clock_gettime, orbis_clock_gettime, sceKernelClockGettime to fix compatibility issues.
* final fix test
* Roamic suggestions
* rewrite splash
removed Splash class
rewrite using imgui texture manager
fix crashes & old validation error
* handle games with abnormal aspect ratios
* Export sceVideoOutGetBufferLabelAddress
It's an exported function, used by red_prig's BLACKSQUAR2 homebrew sample.
This also fixes the function's return type accordingly.
* More sceVideoOutGetBufferLabelAddress fixups
Library decomp shows a hardcoded return 16 on success. Not sure why it does that, but it never hurts to be accurate.
Also needs to have an openOrbis-specific export to get it to work with the homebrew sample I'm testing.
* Final fixups
Removed the port assert and added asserts in libSceGnmDriver for when sceVideoOutGetBufferLabelAddress calls fail.
* host_shaders: support for includes
* video_core: add a simpler vulkan asserts
* video_core: refactored post processing pipeline to another file
* renderer_vulkan: add define param to compile shader utility
* video_core: fsr implementation
* devtools: show resolution & fsr state
* Fix error return on sceKernelMunmap
FreeBSD docs state that len <= 0 is a EINVAL return.
* Early return on ReleaseDirectMemory with len = 0
Calls to these two functions with len = 0 cause an assert in CarveDmemArea. Since there's no memory to release, an early return should be safe here.
* Remove check for negative length in munmap
Addresses review comment
* Adding top button option for trophy pop up
* Ui fix
* Clang format
* improvements to trophy pr
* improvements
* Note: The sound will only work in QT versions
* -.
* Update path_util.cpp
* Update path_util.cpp
* centered text when using top and bottom option
* Clang
* trophy viewer now opens in window not fullscreen
---------
Co-authored-by: DanielSvoboda <daniel.svoboda@hotmail.com>