* stencil fixes hope it fixes driveclub
* revert image copy to the one that had driveclub worked
* reverted texture cache change
* some more fixes and reverts
* added logging for overlap again
Cyberpunk's issue seems to actually come from the incrementing in the loop. It wasn't clear while debugging, but the problem is that the pattern the game supplies causes match to fail when str_wild_it hits the end, and then tries iterating past end due to the loop condition.
Our pattern matching code seems broken for the case Cyberpunk triggers, but since I'm not aware of the intricacies of how real hardware behaves, best to just revert the loop condition change and instead break the loop before the broken iteration.
* Force resolver errors when not connected to network
Error values are based on real hardware testing.
sceNetResolverGetError is based on libSceNet decompilation.
* Update net_resolver.h
* Remove dead code from EqueueInternal::WaitForEvents
No longer necessary now that we avoid using small timers when falling back on equeue logic.
* Refactor type names
Might as well
* Properly define OrbisKernelEqueue as a handle
Most of the functions using an "OrbisKernelEqueue" call directly into kevent. Therefore, OrbisKernelEqueue should be a equeue handle.
* Clang
* Widen OrbisKernelEqueue type
On real hardware, it's some value that contains the handle, as opposed to just the handle itself.
* kqueue implementation
The easy part
* Hardware-accurate timer data
Needed to make kevent simpler for these uses.
* Move callback scheduling to EqueueInternal::AddEvent
kevent would become excessively bloated if I needed to deal with that in there.
* posix_kevent
kevent is a bit of a pain, for now I've implemented as much as libkernel actually uses for it's wrappers, and left error logs to skip behavior when necessary.
* Log calls
* Apple, why are you calling fstat on an equeue?
* Change thread pausing to use SIGTRMIN on UNIX
* Allow handling of the rest of the signals
* Add orbis-native signal number conversion and fix a few bugs
* ifdefing away the issues
* add check for mac for the signal that's used for thread pausing there
* Add a few more registers
* Don't break HLE memory tracking
Now, if a guest app installs a handler for SIGSEGV/SIGBUS/SIGILL, that'll be handled by keeping the original signal handler, and if we can't handle the signal ourselves (as in it didn't come from HLE memory tracking), we pass it on to the guest
* copyright 2026
* +
* Ignore enabled flag on critical log entries
This ensures critical errors (asserts and unreachables) are logged when the log file exceeds 100MB, or when logging is disabled.
* I apparently need sleep
* Fix vblank event data
* Various logical fixes for timer events
Store timer timeouts in nanoseconds now, properly handle event "replacement", avoid employing small timers when adding events to equeues, fix stored timer data
* Clang
* fixed image copy to ignore stencil aspect
* Added logging for "Encountered unresolvable image overlap with equal memory address."
* fixed overlap issues with different pitch , added more detailed logging for rest of overlap issues
* improved log error
* maybe mipmaps ?
* array layers or different mip map range
* rewrote case new image has fewer mip levels than cached image
* array with 2 layers?
* last case
* improved
* no it didn't work