AnyPS5/core/libs/prx/libSceRazorCpu
screamm 4ab6a047f6 feat(libSceRazorCpu): implement sceRazorCpuSync
PRAGMATA (PPSA02530) imports sceRazorCpuSync (NID Ax7NjOzctIM), which no
library exports on main, so the load fails on the unresolved import. The
title calls it after sceConvertKeycodeGetCharacter. From #3043 (comment
6106731532): "`sceRazorCpuSync`: answering 0 and doing nothing was
enough to carry on (the other `sceRazorCpu*` calls in `main` are no-ops
without a capture)."

SharpProspero src/SharpProspero/Interop/Debug/RazorCpu.cs:119-122
(5dfdb4b0b166e83dc9ae275001afb695f12c7174, GPL-3.0, used as a source of
facts) gives int sceRazorCpuSync(void), an unnamed frame-boundary event.
Without a capture there is no event to record, so it returns 0 and does
nothing, like the other sceRazorCpu markers here and the shadPS4 stub
(razor_cpu.cpp:143, 3a9f57265d28975658f1ca941daa5c879c7a74bd). The NID
hashes from the name and is in aerolib. Unverified points are in
TechnicalDebt.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-12 21:58:39 +02:00
..
CMakeLists.txt build(libs): strip the MinGW static runtime flags once for all libraries 2026-10-07 10:10:38 +00:00
Export.cpp feat(libSceRazorCpu): implement sceRazorCpuSync 2026-10-12 21:58:39 +02:00