Commit Graph

1398 Commits

Author SHA1 Message Date
nmzik 93452b24e3 renderer: cache dynamic graphics state 2026-10-10 03:28:02 +02:00
nmzik 5559cfcbb2 renderer: optimize tiling and reuse centralized image layouts 2026-10-10 03:27:13 +02:00
nmzik 1c301c9aab Revert "shader: keep scalar payload and terminal conditions on the GPU" 2026-10-09 21:10:15 +02:00
nmzik 59183dbfa8 shader: add missing F64 VOPC compares
Co-authored-by: Hector Mödinger S. <hectormodinger@gmail.com>
2026-10-09 21:01:51 +02:00
nmzik c1926f915d update screenshot 2026-10-09 19:07:22 +02:00
nmzik 7da3c4ed21 launcher: add resizable game grid/improve controller setup 2026-10-09 19:03:35 +02:00
nmzik 3e9f88bf79 shader: isolate SWAPPC work from ordinary shader paths 2026-10-09 17:27:07 +02:00
nmzik 8c81386568 shader: share finite descriptor planning with GPU-selected inline samplers 2026-10-09 15:06:39 +00:00
nmzik bb5edbd490 shader: expose graphics compute queue fields to GETREG 2026-10-09 15:06:39 +00:00
nmzik 1818aae562 shader: link scalar leaf calls only for SWAPPC programs
Co-authored-by: Behzad <behzadkhan1736@gmail.com>
2026-10-09 15:06:39 +00:00
nmzik 165cd884ca agc: initialize function table in tracked driver memory 2026-10-09 15:06:39 +00:00
nmzik 973809cde0 shader: retain bounded scalar material image selectors 2026-10-09 15:06:39 +00:00
nmzik 71c7261740 shader: share indirect texture dispatch with image loads 2026-10-09 15:06:39 +00:00
nmzik 5b68a26cce shader: keep scalar payload and terminal conditions on the GPU 2026-10-09 15:06:39 +00:00
nmzik 3b1a94707a shader: capture only memory-dependent resource predicates 2026-10-09 15:06:39 +00:00
nmzik 488c0acae9 shader: resolve writable descriptors selected by immutable branches 2026-10-09 15:06:39 +00:00
nmzik 4c8fc53a85 agc: support one-word NOP reservations and share packet sizing 2026-10-09 14:02:06 +02:00
nmzik 3ae5a9b70a agc: implement branch target patching and packet size queries 2026-10-09 13:01:19 +02:00
nmzik a31e2cd361 shader: BUFFER_LOAD_SHORT_D16_HI 2026-10-09 12:57:04 +02:00
nmzik 1bd282ec0a shader: BUFFER_LOAD_SHORT_D16 2026-10-09 12:57:04 +02:00
nmzik 1fc520cd62 shader: FLAT_STORE_DWORD 2026-10-09 12:57:04 +02:00
nmzik 7b9997baea shader: fold exact float class masks into native NaN predicates 2026-10-09 02:54:21 +02:00
nmzik 393257eaae shader: classify float NaNs with one magnitude comparison 2026-10-09 02:54:21 +02:00
nmzik 13e3ca314c shader: unpack buffer offsets from one load per packed word 2026-10-09 02:54:21 +02:00
nmzik b4853a0e08 shader: preserve export vectors instead of rebuilding scalar components 2026-10-09 02:54:21 +02:00
nmzik ee4dd90649 shader: emit native integer operations and remove signedness casts 2026-10-09 02:54:21 +02:00
nmzik 3df456675d shader: own control flow on IR blocks with direct targets 2026-10-09 01:59:41 +02:00
nmzik 8abf99c56e shader: emit bounded SPIR-V operands without temporary vectors 2026-10-09 01:58:39 +02:00
nmzik 7c6121cba5 shader: build CFG labels and targets from ordered storage 2026-10-09 01:55:50 +02:00
nmzik 46997dfc7a shader: retain resource type IDs in SPIR-V emission state 2026-10-09 01:55:50 +02:00
nmzik 97fda7b10f renderer: bind prepared buffer descriptors without copying 2026-10-09 01:49:18 +02:00
nmzik dbe5353f3a shader: eliminate retained SRT lookup aliases 2026-10-09 01:44:34 +02:00
nmzik e1ac893a0c shader: collect usage once and emit descriptor slots directly 2026-10-09 02:17:38 +04:00
nmzik b35cdc39b7 shader: append deferred Phi operands directly to SPIR-V storage 2026-10-09 01:40:52 +04:00
nmzik 52dbc724f8 shader: store SPIR-V definitions directly in IR nodes 2026-10-09 01:40:41 +04:00
Mac 2f4b8a335d shader: allow SDWA byte destinations for bitwise VOP2 ops 2026-10-08 22:12:05 +04:00
nmzik b38b7454a6 Preserve vertex export locations for mixed pixel interpolation 2026-10-08 22:05:53 +04:00
nmzik b65dc12208 Track pad port ownership and reject duplicate opens 2026-10-08 21:58:53 +04:00
Devran Cosmo Uenal 58978d154a
font: rasterize glyphs larger than 128 pixels (#1214)
Glyph images were rendered into a fixed 128x128 buffer and their width and
height were clamped to 128. Since glyphs are rasterized at the requested
scale (f96a14a0), large text such as title cards lost every row and column
past 128 pixels, so letters were drawn cut into bands.

The glyph buffers now grow to the glyph's bitmap box and width_byte is the
glyph's width. The VGA fallback font keeps its 128-pixel limit; scalable
glyphs are limited to 4096 pixels only to reject absurd scales.
2026-10-08 20:03:13 +04:00
popcoder565 1f3adf5109
cmake: accept glslang's current tool name and document Python 3 (#1161)
* cmake: accept glslang's current tool name and document Python 3

Official glslang release archives for Windows ship the compiler only as
glslang.exe, so configuring with one of them on PATH could not find
glslangValidator. Fall back to glslang; glslangValidator is still
preferred where both exist.

The bundled SPIRV-Tools needs Python 3 at configure time, which the
Windows build requirements did not mention.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* docs: list Python 3 in the Linux and macOS prerequisites

The bundled SPIRV-Tools calls find_host_package(Python3 REQUIRED) on every platform, so the apt and Homebrew package lists need it too, not only the Windows requirements.

* cmake: remove glslang naming comment

---------

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
2026-10-08 19:46:09 +04:00
NeySlim 107d5f750a
libNet: finish NpCommerce dialogs at open (#1166)
* libNet: finish NpCommerce dialogs at open

* libNet: complete NpCommerce dialog cancellation

---------

Co-authored-by: nmzik <Nmzik@mail.ru>
2026-10-08 19:31:47 +04:00
Dimitar Vagalinski f40755173f
ampr: keep resolved host paths in native form (#1175)
* ampr: keep resolved host paths in native form

ResolveOnePath stored each resolved file as a UTF-8 std::string
(Common::PathToString) and the read, stat and size paths turned that
string back into a std::filesystem::path. On POSIX this round trip is a
no-op, but on Windows path(std::string) decodes the bytes with the ANSI
code page, not UTF-8 (/utf-8 only sets the source and execution
charsets). Any non-ASCII character in the game folder therefore produced
a different path: the resolve step found the file through the native
path, then every APR read of it failed with ENOENT.

Tokyo Xtreme Racer (#1156) installed under "D:/Инсталляторы/[ps5]/..."
hits this on its first pak read:

  APR read missing host file: .../tokyoxtremeracer/content/paks/global.utoc
  Apr read failure 80020002 at CB offset 0   (LowLevelFatalError, abort)

even though KernelStat and the directory listing see the same file.

Store std::filesystem::path in ResolvedPathInfo and the file-id table
and pass it straight to Common::File. Convert to UTF-8 only for the log
lines.

* tests: cover APR stat and size under a non-ASCII host folder

Resolve a file inside a Cyrillic directory through APR and check that
the stat and size exports find it by ID, matching the Tokyo Xtreme
Racer install layout from #1156. On POSIX the old string round trip
also passed, so this guards the Windows path.

* tests: read the non-ASCII APR fixture through an APR command

Review on #1175 noted that the Unicode fixture only checked the stat
and size exports. A submitted APR read opens the stored host path in
ExecuteCommand/ReadHostFileToGuest, which the fixture did not reach.

Add AprReadMatches, which submits one APR read command for a file ID
and compares the bytes, and use it on the file under the Cyrillic
folder. As with the stat and size checks, POSIX hosts run this path but
only Windows would show an ANSI code page round trip.

* Remove APR path tests from this change

* Remove unrelated formatting changes

* Remove native path explanatory comments

---------

Co-authored-by: overlordxrz-source <overlordxrz-source@users.noreply.github.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
2026-10-08 19:27:10 +04:00
Romain Hedouin 4e14eed770
kernel: start the semaphore wait timer after the early returns (#1173)
Wait() read the clock and looked up the thread id before checking for an available token. Both are only needed once the thread has to block.
2026-10-08 19:21:36 +04:00
nmzik aa3b2cd57f Implement AGC async rewind imports 2026-10-08 17:43:02 +04:00
Dimitar Vagalinski 4865dd92ca
libNet: answer sceNpGetAccountLanguage2 as a signed-out user (#1186)
* libNet: answer sceNpGetAccountLanguage2 as a signed-out user

sceNpGetAccountLanguage2 was not registered, so games that call it hit
the unresolved-import stub. The stub returns 0, which tells the game the
request succeeded and that the language code buffer now holds the
account's language, but nothing was written to it.

Saros (#1053) calls it from its analytics thread right after
sceNpGetAccountAge, each on its own request. sceNpGetAccountAge already
reports SCE_NP_ERROR_SIGNED_OUT there, so the game is told the user is
signed out for one query and signed in for the next. Demon's Souls
(#890), Ghost of Yotei (#1095) and NHL 27 (#1101) import it as well.

Register it next to the other NpManager account queries and answer the
way they do: SCE_NP_ERROR_INVALID_ARGUMENT for a request id <= 0 or a
null output pointer, SCE_NP_ERROR_SIGNED_OUT otherwise. The output is
left untouched because nothing was looked up.

* libNet: reject missing account language requests

---------

Co-authored-by: overlordxrz-source <overlordxrz-source@users.noreply.github.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
2026-10-08 16:48:01 +04:00
Jetsku 3c62359e05
Fix/trigger effect state (#1132)
* Pad: report the adaptive trigger state instead of always 0

scePadGetTriggerEffectState returned 0 for both triggers. Games that wait for
the state of the trigger effect they set before acting on L2/R2 never saw it
change; in Astro Bot, L2/R2 actions such as punches did nothing in some levels.

The state now follows from the game's last effect per trigger (already kept
for the DualSense output) and the trigger's travel, 0..255 over the effect's
ten positions: feedback no force / pushing, weapon not / almost / fully
pressed, vibration not firing / firing, with the values 1..7 that duaLib
(WujekFoliarz/duaLib) reads from a DualSense input report. SDL does not expose
that report, so this is an approximation; it also works with other pads and
the keyboard, where a digital L2/R2 is full travel. The trigger intensity
setting changes only the output, not the reported state.

Tested in Astro Bot (PPSA21567 1.018) by a player in the levels where the
triggers did nothing.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* tests: controller_settings covers scePadGetTriggerEffectState

Feedback, weapon and vibration states across the trigger travel, a trigger without an effect, a masked update keeping the other trigger's effect, and the intensity setting leaving the reported state unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Pad: a feedback trigger reports pushing only while it is pressed

A feedback effect from position 0 reported FEEDBACK_IS_PUSHING on an untouched trigger, so a game waiting for the change from no force to pushing never saw it. In Astro's Playroom the gacha capsules did not break on R2. Feedback states (modes 1, 4, 5) now need some travel (>= 8 of 255). Tested in Astro's Playroom (PPSA01325): the capsules break on R2 again.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Pad: a vibration trigger reports firing only while it is pressed

A vibration effect from position 0 reported VIBRATION_IS_FIRING on an untouched trigger; in Astro's Playroom the gun fired by itself. Vibration states (modes 3 and 6) now need some travel, as the feedback states do. Tested in Astro's Playroom.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Pad: reject invalid handles in scePadGetTriggerEffectState; test the remaining effect modes

scePadGetTriggerEffectState ignored its handle and returned pad 1's state for any handle. It now returns
SCE_PAD_ERROR_INVALID_HANDLE (0x80920003) for handles other than 1, like the other pad queries in libPad.cpp
and duaLib.

controller_settings now also covers multiple-position feedback (mode 4: pushes only at positions with a
strength), slope feedback (mode 5: pushes from its start position, not on an untouched trigger) and
multiple-position vibration (mode 6: fires only at positions with an amplitude and a frequency).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Pad: scePadGetTriggerEffectState returns libScePad's invalid-argument code

A null state returned 0x80960005, which is SCE_USER_SERVICE_ERROR_INVALID_ARGUMENT,
not a pad error; libScePad's code is SCE_PAD_ERROR_INVALID_ARG (0x80920001), as
scePadSetTriggerEffect returns. The call now lives with the other pad calls in
controller.cpp so controller_settings tests its handle and argument checks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Pad: correct trigger effect state reporting

---------

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
2026-10-08 16:00:17 +04:00
nmzik 62643c3424 system service: deliver initial AppContent entitlement updates through shared queue 2026-10-08 15:53:14 +04:00
nmzik 210d4dcd99 sysmodule: track shared module load references and unloaded status 2026-10-08 15:52:18 +04:00
nmzik 5a8808086a ampr: honor shared counter waits and completion writes 2026-10-08 03:36:59 +04:00
nmzik 861dd76d7f net: accept sufficient Ethernet address output buffers 2026-10-08 03:36:59 +04:00