* no
no
* Adjust locking strategy
Use a separate mutex for the initial error checks + GPU unmap instead of using the reader lock. Make sure all writers lock this separate mutex, and for those that don't perform GPU unmaps, lock the writer lock immediately too.
This gets around every race condition I've envisioned so far, and hopefully does the trick?
* Clang
* Always GPU unmap
GPU unmaps have logic built-in to only run on mapped areas.
Not sure if userfaultfd would work with this, but since that's already broken anyway, I'll let reviewers decide that.
Without doing this, I'd need to do an extra pass through VMAs to find what all needs to be GPU modified before I can unmap from GPU, then perform remaining unmap work. Especially for places like MapMemory, that's a lot of code bloat.
* Fixups
* Update memory.cpp
* Rename mutex
It's really just a mutex for the sole purpose of dealing with GPU unmaps, so unmap_mutex is a bit more fitting than transition_mutex
* Introducing key_manager for storing encryption keys . Currently only trophy key is neccesary
* keep gcc happy?
* addded logging to keymanager
* revert file
* added npbind file format and rewrote part of trp file format
* the bare minimum (this won't even compile on windows yet)
* well I guess this is redundant now
* Windows GetThreadName
* Move function to common/thread and add full guest name where applicable
* the loathsome clang-formatter
* do stuff first ask for opinions later
* copyright 2026
* remove unused header
* copyright 2024-2026
---------
Co-authored-by: Stephen Miller <56742918+StevenMiller123@users.noreply.github.com>
* Earlier initialization of elf info.
Everything used for elf info initialization comes from the param.sfo, so we can initialize this earlier to have this information accessible during memory init.
* Extract compiled SDK version from pubtoolinfo string
Up until now, we've been using the game's reported "firmware version" as our compiled SDK version. This behavior is inaccurate, and is something that has come up in my hardware tests before.
For the actual compiled SDK version, we should use the SDK version in the PUBTOOLINFO string of the param.sfo, only falling back on the firmware version when that the sdk_ver component isn't present.
* Store compiled SDK version in ElfInfo
* Limit address space for compiled SDK version at or above FW 3
Sony placed a hard cap at 0xfc00000000, with a slight extension for stack mappings. For now, though stack mappings aren't implemented, there's no harm in keeping a slightly extended address space (since this cap is lower than our old user max).
Limiting the max through address space is necessary for Windows due to performance issues, in the future I plan to properly implement checks in memory manager code to properly handle this behavior for all platforms.
* Use compiled SDK version for sceKernelGetCompiledSdkVersion
I think this is pretty self explanatory.
* Log SDK version
Since this value is what most internal firmware version checks are against, logging the value will help with debugging.
* Update address_space.cpp
* Update emulator.cpp
* Backwards compatible logging
Because that's apparently an issue now
* Swap write access mode for read write
Opening with access mode w will erase the opened file. We do not want this.
* Create mode
Opening with write access was previously the only way to create a file through open, so add a separate FileAccessMode that uses the write access mode to create files.
* Update file_system.cpp
Remove a hack added to posix_rename to bypass the file clearing behaviors of FileAccessMode::Write
* Check access mode in read functions
Write-only files cause the EBADF return on the various read functions. Now that we're opening files differently, properly handling this is necessary.
* Separate appends into proper modes
Fixes a potential regression from one of my prior PRs, and ensures the Write | Append flag combo also behaves properly in read-related functions.
* Move IsWriteOnly check after device/socket reads
file->f is only valid for files, so checking this before checking for sockets/devices will cause access violations.
* Fix issues
Now that Write is identical to ReadWrite, internal uses of Write need to be swapped to my new Create mode
* Fix remaining uses of FileAccessMode write to create files
Missed these before.
* Fix rebase
* Add stubbed get_authinfo (#3722)
* mostly stubbed get_authinfo
* Return value observed on console if get_authinfo was called for the current thread, esrch otherwise
---------
Co-authored-by: kalaposfos13 <153381648+kalaposfos13@users.noreply.github.com>
Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
* 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
* 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
* 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>
* Group game-specific and non-game-specific items in the same tabs
* Fix rebase
* Transfer default settings tab to general, rename some items
* Fix experimental tab contents not filling the tab
* prevent saving game specific value if no valid value provided
* Fix console language saving, add error message if trying to save nullopt
* vk_rasterizer: Reorder image query in fast clear elimination
Fixes missing clears when a texture is being cleared using this method but never actually used for rendering purposes by ensuring the texture cache has at least a chance to register cmask
* shader_recompiler: Partial support for ANCILLARY_ENA
* pixel_format: Add number conversion of BC6 srgb format
* texture_cache: Support aliases of 3D and 2D array images
Used be UE to render its post processing LUT
* pixel_format: Test BC6 srgb as unorm
Still not sure what is up with snorm/unorm can be useful to have both actions to compare for now
* video_core: Use attachment feedback layout instead of general if possible
UE games often do mipgen passes where the previous mip of the image being rendered to is bound for reading. This appears to cause corruption issues so use attachment feedback loop extension to ensure correct output
* renderer_vulkan: Improve feedback loop code
* Set proper usage flag for feedback loop usage
* Add dynamic state extension and enable it for color aspect when necessary
* Check if image is bound instead of force_general for better code consistency
* shader_recompiler: More proper depth export implementation
* shader_recompiler: Fix bug in output modifiers
* shader_recompiler: Fix sampling from MSAA images
This is not allowed by any graphics API but seems hardware supports it somehow and it can be encountered. To avoid glitched output translate to to a texelFetch call on sample 0
* clang format
* image: Add back missing code
* shader_recompiler: Better ancillary implementation
Now is implemented with a custom attribute that is constant propagated depending on which parts of it are extracted. It will assert if an unknown part is used or if the attribute itself is not removed by dead code elim
* copy_shader: Ignore not enabled export channels
* constant_propagation: Invalidate ancillary after successful elimination
* spirv: Fix f11/f10 conversion to f32
---------
Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
* Open settings dialog from context menu
* initial version complete
* add context menu item to delete game config if it exists
* Create game config from base value instead of default value
* Require confirmation before deleting game configs with menu item
* fix rebase
* Reset game specific values when creating a new game config
* Add icon for entries with game config
* clang format
* Add submenu for game-specific settings
* Log if game-specific config exists, remove hidden tab from tab selection
* Add other experimental options to game-specific GUI
* clang format
* Add flag to specify if game-specific file needs creation
* refactor: remove additional arguments, reset game-specific status on save instead
* Fix return
* cleanup - remove unneeded load
* Set tab to general if hidden tab is set as default
* Cleanup variable names and strings, default tab fix, volumeslider fix
* cleanup: missed a couple of variables to standardize
* More readable way to reset volume slider
* poc
* Set up variable game specific variable copies
* Set up getters to return the game specific option if it exists
* Avoid exceptions if a value isn't in the config
* Make sure the custom configs folder exists
* Update + review comments + rewrite
* The loathsome clang-formatter
* Specify which getter/setter is used everywhere
* 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.