* [ShaderCompiler] Pass guest LDS size to SPIR-V compilation
* [SpirvTranslator] Synchronize wave64 half masks through LDS exchange
* [Fiber] Avoid formatting unused names and disabled traces
* [Shader] Build materialization cache ranges without temporary copies
* [ShaderCompiler] Intern scalar graphs without string keys or hit allocations
* [Media] Vectorize movie YUV conversion without changing pixels
* [Shader] Reuse scratch storage for resource read recording
* [Tests] Initialize presenter state for GPU binding validation
* [Vulkan] Keep temporary descriptor writes off the managed heap
* [GPU] Reuse bounded descriptor preparation scratch arrays
* [ShaderCompiler] Persist versioned scalar analysis across launches
* [GPU] Remove duplicated image layouts from texture bindings
* [ShaderCompiler] Bind cached graph payloads to their input keys
* [Vulkan] Load content-addressed driver cache shards on demand
* [Tests] Keep presenter allocation fixture independent of diagnostics
* WIP: Yotei runtime descriptors, compile-cost fixes and Codex memory work before PR #1000
Snapshot before merging upstream PR #1000: runtime image descriptors (global table),
format-store and fault-flush compile fixes, runtime buffer strides, stencil plane
fixes, Codex's image memory, D16 and residency work. Tests: all pass except the
two known failures (DescriptorReloadedInsideLoop_SharesOneSampler,
RuntimeFormattedLoad_ReadsItsElementThroughThePageTable).
* [Cpu] Claim guest thread stack and TLS regions atomically
TryMapGuestThreadRegion looked for a free slot and mapped it in two steps, and Map
reuses a region that already exists. Two host threads claiming a nested-callback stack
at the same time therefore got the same stack, and Map zeroed the first one's frames.
In Ghost of Yotei two render threads ran the AGC command-buffer-full callback on that
shared stack at once: one returned through the other's entry stub onto the other
thread's host stack, abandoning managed frames. The runtime then failed fast with
"attempted to call a UnmanagedCallersOnly method from managed code" or an access
violation, one to four minutes after the intro.
The slot search and the mapping now run under one lock shared by the stack and TLS
claims.
* [Gpu] Preserve downloaded buffers and batch resource descriptor reads
* [Vulkan] Forget driver cache identities of destroyed shader modules
The remaining change of the updated #1006 head (e6659681) that the integration branch did not carry.
* [Vk] Measure GPU busy time from per-submission timestamps
Per-draw timestamps are written only with SHARPEMU_PROFILE_GPU_DRAWS=1; by
default each submission gets two timestamps and the overlapping intervals
are merged into a [PERF][GPU_BUSY] line with the busy share and the longest
submission.
* [HLE] Reserve a host core for the render thread
On Windows hosts with 8 to 64 logical processors the render thread gets the
last physical core of the fastest efficiency class at the highest priority,
and guest threads are kept off that core so spinning job workers cannot take
the renderer's SMT sibling. SHARPEMU_RENDER_CORE=0 turns it off.
* [Vk] Spin briefly before blocking on a GPU wait
A GPU wait polls the timeline for SHARPEMU_GPU_WAIT_SPIN_US microseconds
(150 by default) before it sleeps, which saves the wake-up latency when the
work completes soon.
* [GpuMemory] Answer CPU-dirty range queries without the tracker lock
MayHaveCpuDirtyPages reads the per-block summary and the region masks without
taking the region lock; a true answer still goes through the locked path.
Regions also bump a CPU-dirty epoch whenever a page becomes CPU-dirty.
* [Gpu] Skip the device-address sweep while no page became CPU-dirty
PrepareBda remembers the CPU-dirty epoch and the mapping it swept last and
skips the full sweep of mapped memory until either changes.
* [GpuMemory] Scan possibly CPU-dirty blocks 64 at a time
ForEachPossiblyCpuDirtyRange combined a region lookup and a summary read for
every 4 MiB block of mapped memory on each device-address sweep. A bitset of
blocks that have a region and the dirty summary words are now scanned a word
at a time, with the same runs as before.
* [Gpu] Skip syncing a written buffer range that is already GPU-owned
SynchronizeBuffer returns early when a written range lies entirely in the
GPU-modified ranges, uses the lock-free CPU-dirty query for reads, and the
render profile splits buffer sync time into written, texel and upload parts.
* [Gpu] Version the GPU-modified buffer ranges
A written range bumps GpuModifiedVersion only when it adds bytes to the
GPU-modified set, so readers can cache a clean verdict for a page until the
GPU writes something new.
* [Gpu] Track the extent of DCC metadata and answer overlap queries
A color target records the size of its DCC metadata, and the image cache can
tell whether a guest range overlaps registered DCC metadata.
* [Diagnostics] Trace the GPU writers of DCC metadata and of a chosen address
SHARPEMU_TRACE_DCC_WRITERS=1 writes the shader program and a call stack for
GPU buffer writes that overlap DCC metadata; SHARPEMU_TRACE_WRITER_ADDRESS
does the same for writes that cover one guest address.
* [Gpu] Fill DCC metadata on the GPU and in guest memory at once
A fill that targets DCC metadata which no GPU write owns is recorded as a GPU
fill and also written to the guest backing directly, so the range never
becomes GPU-dirty and later CPU reads need no readback. Ranges the GPU still
owns or that overlap an image keep the plain buffer fill.
* [Gpu] Turn AGC fill compute shaders into buffer fills
BoundedFillDetector recognizes the AGC range-fill and pattern-fill compute
programs, including thread-dimension dispatches, and a dispatch of one that
targets DCC metadata becomes a DCC fill instead of a compute dispatch.
Refused conversions are reported by the DCC writer trace.
* [HLE] Resolve backing aliases for readers that hold an access window
SharedBackingViews publishes its view snapshot as an alias identity, and a
reader can enter an alias access window once and resolve guest pages to their
backing alias without the views lock until the snapshot changes.
* [Diagnostics] Trace shader resource reads that wait for GPU-written memory
SHARPEMU_TRACE_GPU_READS=1 writes the shader, stage, address and table phase
of a resource read that has to synchronize GPU-written memory, once per shader
and page.
* [ShaderCompiler] Keep recent materialization variants per draw key
A cache key now holds up to four materializations in most-recently-used order,
so alternating descriptor contents reuse their earlier result instead of
re-materializing. The cache report counts stale and unreadable entries and
table refreshes, and ReadingTable tells a reader when the flattened table is
being evaluated.
* [VideoOut] Read resource words through cached clean pages and the backing alias
TryReadGuestWord and TryReadResidentGuestBytes remember the last 64 pages
found free of GPU-dirty bytes, keyed by the GPU-modified version, and read
them through the backing alias inside the alias access window that each
command stream slice now holds. GPU-dirty checks are byte-precise, and a
resident read refuses unreadable ranges before it asks the page tracker.
* [Gpu] Read GPU-written guest memory back asynchronously and ahead of time
VulkanAsyncReadback keeps eight slots: slot zero serves synchronous reads and
the others carry asynchronous downloads. A guest thread that reads GPU-written
memory lets the render thread start the copy and waits for it on its own
thread, then the render thread applies it if the range is unchanged; a
foreign read keeps the source buffer alive until it completes.
Windows the render thread had to read synchronously become hot. When a batch
writes into a hot window, the window is downloaded right after the batch is
submitted, and the next read uses that copy if it is still current. A pending
write to a hot window ends the open batch early. SHARPEMU_ASYNC_GUEST_READBACK=0
keeps the synchronous path; [PERF][ASYNC_READBACK] reports the counts.
* [ShaderCompiler] Prefetch contiguous resource words in one resident read
Resource materialization read every descriptor and flattened-table word
through its own guarded TryReadGuestWord call, about 2.6 million per five
seconds in Demon's Souls. The raw reads of each plan are grouped once; at run
time their addresses are resolved, sorted and read as contiguous runs through
the resident guest reader, and the values seed the evaluator cache. A run the
GPU may still own, or one out of bounds or through a null base, falls back to
the word reads. The cache recorder records the prefetched words, and
SHARPEMU_RESOURCE_PREFETCH=0 turns the prefetch off.
* [Gpu] Reuse image lookups that found the same backing
FindImage remembers, in a 256-slot table, each request that resolved to an
image with the same backing, keyed by the request bytes and a generation
that every index registration or removal advances. A repeated request
touches the image and returns the remembered result without walking the page
owner index. SHARPEMU_IMAGE_LOOKUP_MEMO=0 turns it off; [PERF][IMAGE_LOOKUP]
reports hits and misses.
* [ShaderCompiler] Look up fused programs without the registry lock
Every shader header lookup and decode asked the fused-program registry under
its lock. The registry now publishes an immutable dictionary that readers
take with a volatile read, and a registration copies it under the lock.
* [ShaderCompiler] Decode fused programs whose halves are far apart
The fused decoder joined the continuation at its address distance from the
entry and refused halves more than 4 GiB apart or in the wrong order, which
Poppy Playtime now hits for a vertex shader (invalid-fused-layout). Such a
continuation is placed right after the entry instead, and each of its
instructions keeps its real offset from the program address in AddressOffset;
S_GETPC_B64 in the scalar graph, the SPIR-V and the MSL translators uses that
offset, and the persisted scalar analysis key includes it.
* [Gpu] Collect an image only once it is old enough in frames
Since images age by frame, clamping the age to the current frame made every
image of the first frame collectable during the first 16 frames, and a
submission that ended no frame could delete a texture the frame still used.
Without memory pressure nothing is collected until the full age has passed;
under pressure the clamp still lets collection relieve memory early.
* [Tests] Cover the deferred global barrier of an attachment-only scope
A global barrier still ends a scope whose draws store to memory. In a scope
whose draws only write attachments it waits for the scope to end, and a later
memory-writing draw ends the scope and records it.
* [Agc] Make the number of suspend points in flight configurable
CommandStreamQueue takes the number of frame boundaries that may wait behind
the graphics commands. The default stays one, so the guest CPU can run one
frame ahead, and SHARPEMU_SUSPEND_POINTS_IN_FLIGHT=0 makes a suspend point
wait until its own boundary is processed, for diagnosis. Tests cover both
modes, including a label that the CPU rewrites after the suspend point.
* [Gpu] Throttle the device-address fault and 3D slice range logs
Little Nightmares wrote 195 thousand "Accessed non-GPU cached memory" lines in
one session and Silent Hill 6800 slice range lines. Both now print the first
occurrences and then only at power-of-two counts, with the count.
* [Docs] Document the new environment variables
Adds SHARPEMU_ASYNC_GUEST_READBACK, SHARPEMU_GPU_WAIT_SPIN_US,
SHARPEMU_IMAGE_LOOKUP_MEMO, SHARPEMU_RESOURCE_PREFETCH,
SHARPEMU_SUSPEND_POINTS_IN_FLIGHT, SHARPEMU_RENDER_CORE,
SHARPEMU_TRACE_DCC_WRITERS, SHARPEMU_TRACE_GPU_READS,
SHARPEMU_TRACE_WRITER_ADDRESS and SHARPEMU_PROFILE_GPU_DRAWS, and corrects the
group counts to the rows the tables hold.
* [GpuCommands] Write the 64-bit label of a compute-done release with an interrupt
RELEASE_MEM with event 0x2F and a 64-bit data selection was accepted only
without an interrupt. It is now handled like the other end-of-pipe events:
the label is written and the interrupt is raised after it.
* [GpuCommands] Let a wait see its own queue's preceding label store
A memory wait that directly follows a 4- or 8-byte store of its queue to the
same address, with only waits or inert NOPs and markers between them, compares
against the stored value when guest memory no longer holds it. Dead Cells
writes a label and waits for it while the CPU already rewrites it for the next
frame. The forwarded value lives only within one slice, and any draw, dispatch
or transfer in between drops it.
* [ShaderCompiler] Key fused programs by the underlying guest memory
Each native guest thread wraps the guest memory in its own tracking wrapper,
so a fused program registered while one thread created the shader was not
found by the render context. The registry now unwraps ICpuMemoryWrapper
before it looks up the per-memory table.
* [Agc] Implement the legacy sceAgcFuseShaderHalves export
The older NID (nApJjpKNBl4) shares the fusing path but keeps the front half's
user data pointer, takes the larger value of the resource allocation fields
of both halves, takes the user SGPR count and the ES component flag from the
front half, and copies the checksum register of the matching stage.
* [ShaderCompiler] Decode S_CMOV_B64 as a conditional select
S_CMOV_B64 is decoded as S_CSELECT_B64 with the old destination pair as the
false source, so it reuses the SCC, register-pair and EXEC handling of the
translators and of the scalar value graph.
* [Gpu] Merge the stencil replacement references of a face
Vulkan has one stencil reference per face for the comparison and every
replace operation. Replacements with the test value and with the operation
value are now merged into that reference over the written bits, and refused
only when they conflict on bits the comparison also reads. A replacement
with an operation value of zero over the written bits becomes a zero
operation, which ASTRO's PLAYROOM uses to clear one stencil bit.
* [Json] Add the sce::Json::Value copy constructor and keep shadow values on copies
The copy constructor (fSb2oQTNrgA) shares the assignment path. Assignment
and reads now carry the value a constructor or setter recorded in the object
heap, so a copy keeps it after the source is destroyed.
* [Font] Implement sceFontTextSourceInit
Fills the 0x60-byte text source with the text range, the cursor, the parser
callback and its object, and the text size, and leaves the memory after it
untouched.
* [AudioIn] Answer sceAudioInGetSilentState without an input backend
No AudioIn port can be opened until an input backend exists, so the export
returns an AudioIn error code (0x80260101) instead of being an unresolved
import.
* [PhtreadSpecificSemanticsTests] Fixes for computed shaders
* [Gpu] Return idle buffer memory and bound retired memory under pressure
- Small-buffer slab chunks track their live blocks; completely idle chunks go back to
Vulkan under memory pressure instead of staying allocated until device teardown.
- Buffers removed from lookup still hold GPU memory until their retirement completes.
The cache now counts them, collects on registered plus retired bytes, and waits for
completion once retired memory passes 256 MiB.
- The tiler's pooled scratch buffers are released under pressure, and image collection
waits for completion when outstanding scratch is over budget.
* fix(shader): preserve wave64 ballot masks on Vulkan
* test(shader): cover subgroup lane bits in wave mask predicates
* [Pad] Give each new touchpad contact its own touch id
The pad assigns a new id (1 to 127, then back to 1) to every finger contact and keeps it
while the finger stays down. SharpEmu reported the finger slot instead, so lifting the
finger and touching elsewhere read as one contact jumping across the pad. Games that tell
strokes apart by the id (Ghost of Yotei's name drawing) never saw a new stroke.
* [Gpu] Stop device-address faults from churning the buffer cache
Shaders reach guest memory through pointers, and a page they touch outside the cache
faults and is registered afterwards. In Ghost of Yotei that path re-created tens of
thousands of buffers every few minutes:
- Faulted ranges outside the GPU mappings were never touched again, so they aged out
while still in use and faulted again. They are now kept and touched each tick, and
forgotten once their guest mapping is gone.
- A fault inside a guest mapping now brings in its aligned 2 MiB window, clipped to the
mapping, instead of one 16 KiB page.
- Faults on memory the guest never mapped (bad pointers) no longer create buffers: the
shader reads zeros there, as on the console. They were 98% of the faults and about
2.6 GiB of junk buffers; the cache now holds ~0.5 GiB in the same scene.
- The per-fault log line is gone; it wrote hundreds of thousands of lines per session.
* [Vulkan] Save and load driver pipeline caches past 2 GiB
Ghost of Yotei's driver cache grows past 2 GiB. Saving went through a .NET array, so
every save failed and new pipelines were lost at the next launch; loading had the same
limit. Both now stream the unchanged file format from and to native memory in chunks,
so existing caches still load.
* [Np] Treat NO_ENTITLEMENT for unowned add-on content as an expected result
sceNpEntitlementAccessGetAddcontEntitlementInfo returns NO_ENTITLEMENT when the user does
not own the add-on, as on the console. The import log reported it as a warning.
* [Vulkan] Log only slow pipeline creations
Every pipeline creation was logged, cache hits included, which wrote thousands of
0.0 ms lines per session. Only creations of 500 ms or more are logged now.
* [Shader] Treat a phi that merges one value as that value when planning table reads
* [Test] Read the formatted-load V# from GPU memory so the load goes through the page table
* [Repo] Add license headers to new files and build pipebench with central package versions
* [Test] Add the missing copyright line to the large dispatcher tests
* [Repo] Remove game-specific RenderDoc capture scripts
* [Repo] Remove the pipebench tool
* [Kernel] Implement sceKernelAioPollRequest
* [ShaderCompiler] Return the entry header address of a registered fused program
An overload of TryGetFusedProgramParts also gives the entry header, so a
caller can register the same fused program on another memory.
* [Vulkan] Keep saving a pipeline cache that outgrows its limit
A driver cache over 256 MiB was refused on every save, so it was never
written again and every launch compiled the same pipelines. Such a cache
is now written as an empty file once, and the next launch starts a fresh
one. A save is skipped when the driver reports the size that was loaded
or last saved, and a failed or deferred save waits for the next interval
instead of running again on every new pipeline.
* [Vulkan] Write only the cache shards that gained pipelines
A shard remembers the driver size it was loaded or saved with and is not
written again while that size holds. Shard saves are logged as one
summary line, and a shard load only when it is slow.
* [Vulkan] Remove the single-file cache once the shard mode takes over
The shard mode never reads the single cache file of the default path, so
it is deleted instead of staying on disk.
* [Gpu] Record compiled compute programs in a shader prewarm list
When the pipeline host gives a list, each compute permutation the game
compiles is appended at once to shader-prewarm.bin: the guest code the
decoder read (once per program), the fused parts, the compute input, the
system registers, the resource specialization and the push data start.
Records carry a checksum, so a cut tail is dropped at the next open.
TryCompilePrewarm rebuilds the compile request from a record through the
same layout and request code as the runtime, so it produces the same
SPIR-V.
* [Vulkan] Prewarm the recorded compute pipelines after a translator or driver change
A first run after a translator change compiled every compute pipeline
one at a time while the render thread waited (Demon's Souls: 282
pipelines, 144 s). When the translator assemblies or the driver differ
from shader-prewarm.stamp, background threads at below-normal priority
translate the listed programs again and create their pipelines, so the
driver has them before the game asks. With the same build and driver the
launch does no prewarm work. The log reports the prewarm result and how
many runtime compute modules it produced.
* [Vulkan] Keep the pipeline cache in memory on Windows
The GPU driver keeps its own shader cache on disk, and the shader prewarm
list rebuilds it after an update, so Windows no longer writes the driver
cache file by default. SHARPEMU_VK_PIPELINE_CACHE=file keeps one; Linux
keeps the file and macOS keeps its shards.
* [Docs] Document the pipeline cache modes and the shader prewarm list
Adds SHARPEMU_SHADER_PREWARM, SHARPEMU_VK_PIPELINE_CACHE_SHARDS and
SHARPEMU_VK_PIPELINE_CACHE_LEGACY_SHARDS, and describes the new cache
file default.
* [DeS] Fixes for page faults and stack bounds issues in the emulator and audio fixes
* [ShaderPrewarm] Hold the game until the prewarm finishes and resume interrupted runs
The prewarm compiled thousands of compute pipelines on background threads
while the now faster boot ran beside it, so logos, Bink movies and the first
scenes raced the compile and dropped frames.
- Hold the guest at its first splash hide, GPU submission or CPU flip until
the prewarm is decided and done; the render thread keeps presenting the
splash. SHARPEMU_SHADER_PREWARM_WAIT=0 opts out.
- Stamp only the shader translators, the compiler type and the driver, so a
Libs-only build no longer triggers a full prewarm.
- Record finished pipelines in shader-prewarm.progress so an interrupted
prewarm resumes with the remaining ones.
* [AudioOut2] Block a blocking push only until a queue slot frees
A blocking sceAudioOut2ContextPush waited only when the host stream hit its
128 KiB cap, so a title rendering faster than real time kept about 680 ms
queued and every sound played that far behind (GTA V: queue=2 context,
queued_ms avg=678). The push now waits until the device holds the cushion
plus QueueDepth-1 grains, the level GetQueueLevel already reports as full;
the host cap stays as the limit for non-blocking bursts. GTA V now holds
about 41 ms with no underruns.
* [ShaderCompiler] Share the device-address formatted load decoder per component count
Every BUFFER_LOAD_FORMAT through a device address inlined the whole page-table
walk, format conversion and bounds check. Shaders with many such loads grew to
several megabytes of SPIR-V; 128 D16 loads added about 4600 words each.
Emit one DontInline function per component count, taking the address, size,
offset, descriptor and caller PC. Fault recording, formats, swizzles, EXEC
and out-of-range values are unchanged.
Offline A/B on three extracted shaders (RTX 5070, driver cache disabled):
18.6 s -> 2.9 s, 12.9 s -> 2.8 s, 15.9 s -> 3.2 s.
* [Gpu] Never copy a linear image readback past its guest range
The readback storage is sized from the guest range, but the copy follows the
linear layout computed for the format, whose padded rows can need more
bytes. A 513x513 R8 image declared as 0x40401 bytes was copied with
768-byte rows (0x60201 bytes): the copy wrote past its slot in the
download ring, and at the end of the ring into freed memory, which lost
the device.
Plan the readback only when the copy fits the guest range (and the
partial-level readback only when it fits its covered bytes), with one
warning naming the image. A linear download that would still exceed its
destination now fails explicitly instead of corrupting GPU memory.
* [Gpu] Draw merged LS/HS tessellation through a native tessellator
The guest hull runs unchanged in a cooperative wave64 compute workgroup and
computes its own control points and tessellation factors. A generated
control stage feeds those factors to Vulkan's tessellator, and the guest
domain shader is translated to a tessellation evaluation stage that reads
the guest control-point ring.
- VGT_TF_PARAM gives the domain, spacing and winding; VGT_LS_HS_CONFIG
gives the patches per group and the control-point counts.
- Factors are clamped by the guest's minimum and maximum levels; zero or
NaN outer factors still cull the patch. Isoline factors are swapped
into Vulkan's order.
- The SPI_SHADER_USER_DATA_ADDR_HS pair is carried separately from the LS
scalars and moved to s0:s1 before the guest code runs.
- Patches are drawn one hull group at a time, because the guest rings
are reused by relative patch id.
- A configuration the bridge cannot express (power-of-two partitioning,
an undefined domain, an empty hull group) skips the draw with one
warning instead of stopping the emulator.
* [VideoOut] Verify a guest page once for clean resource reads
Resource materialization reads a few hundred guest words per draw through
the clean readers, and each read re-checked the whole GPU ownership of its
bytes: GPU-dirty pages and bytes, then the image cache, which built a new
list (twice per word) under its lock. In Ghost of Yotei that was about 550
million reads and 90 GB of allocations per minute in game.
- The image cache answers whether an unsynchronized GPU image covers the
bytes without building the list; the list is built only when one does.
- The clean-page memo, already used by plain reads, now serves clean reads
too. A page is verified clean once (no GPU-dirty bytes or pages, no
GPU-modified image) and trusted until a buffer or an image is written by
the GPU, which advances the buffer cache's or the images' write version.
GPU-dirty pages are still checked on every read.
Measured in game: one materialization went from 0.33 ms to 0.17 ms.
* [Gpu] Keep the guest's face culling on tessellated patches
A patch list stands for legacy rectangle lists, which are never culled, so
every patch-list draw dropped its culling. Tessellated draws use the patch
topology too, and their output rasterizes as ordinary triangles: back
faces were drawn. Only a patch list without tessellation stages is a
rectangle list now.
* [ShaderCompiler] Give the domain shader its patch ID in v8
The ES ABI passes u, v, the patch within its hull group and the patch ID in
v5..v8. v8 was never written. Each native draw covers one hull group, so
the patch ID is the group's first patch plus the native primitive ID.
* [Gpu] Run tessellation hull groups together in their own off-chip slots
The hardware gives each hull threadgroup in flight its own off-chip buffer
and its own run of the factor ring, so groups run together and one draw
consumes them. Every group used slot zero instead, which serialized the
draw into one dispatch, one draw and full barriers per group.
- sceAgcDriverSetHsOffchipParam (VGT_HS_OFFCHIP_PARAM) is kept: buffer
count and granularity. Ghost of Yotei sets 256 buffers of 8K dwords.
- Hull workgroup k runs group k: its first patch, its patch count, s2 at
slot k and s4 at group k's run of the factor ring.
- The domain shader finds its group from the native primitive ID: the
off-chip slot in s4, the patch within the group in v7, the patch ID in
v8.
- One dispatch and one draw cover as many groups as the off-chip buffers
and the factor ring hold. Without the guest's configuration, one group
runs at a time as before.
* [Tests] Restore two upstream tests the branch dropped without a behaviour change
DepthState_PlayroomReplacementClearsOnlyTheWrittenBit and
FormattedUntypedLoad_SpecializesOnTheDescriptorFormat were removed by
earlier branch work although the code still behaves as they expect; both
pass unchanged.
* [Tests] Check the AudioOut2 port volume and reserved bytes again
The layout change dropped the checks of the -1 volume at +4 and the zeroed
bytes at +8, which the export still writes.
* [Repo] Remove the branch's debugging switches
The capture-after-seconds RenderDoc request, the crash-capture directory and
first-chance fault traces, the unsupported shader dump, the AGC allocation
failure traces and the control-flow trace served earlier investigations
only. The configuration switches (direct memory size, image cache budget,
forcing the shader dispatcher) stay.
* [PlayGo] Do not reject chunk IDs the playgo.pgm numbering only assumes
playgo.pgm is read for its chunk count only; the IDs 0..count-1 are
derived, yet they were marked authoritative and any other ID returned
BAD_CHUNK_ID. The list is still reported, but like other metadata that
is not understood, it no longer rejects an ID outside it.
* [Vulkan] Bound the bindless sampler binding by the device's sampler limits
The persistent heap always declared 4096 update-after-bind samplers and
left them out of the pool-wide descriptor budget it split between sampled
and storage images. On a device with fewer samplers per stage, or a tight
update-after-bind total (MoltenVK, some Intel drivers), creating the heap
could fail.
The sampler binding now takes the smallest of the device's per-stage and
per-set sampler limits (at most 4096), and its share comes out of the
total before the images split the rest.
* [Gpu] Copy linear render targets with the guest's own pitch
A linear render target's builder lays it out with the guest's pitch, which
need not be aligned like a texture's: a 513x513 R8 target is 513 bytes per
row. Transfers recomputed the texture's aligned linear layout (768-byte
rows), so its uploads read shifted rows and its readbacks did not fit the
guest range and were skipped.
A single-level, non-volume linear image whose description holds a
consistent slice layout now transfers with that layout. Textures, which
carry no layout of their own, keep the format's linear layout, and the
readback guard still refuses a copy that does not fit.
* [Gpu] Free images and retry once when an image allocation runs out of memory
The image budget comes from the device's reported memory, so an allocation
can still fail when the driver or another process holds more than
expected. That was fatal.
Running out of device or host memory while allocating an image's backing
is now recoverable: the cache retires every image collection allows, waits
for the retired ones to be destroyed, returns unused pool memory and tries
once more. A second failure stays fatal. Tests make an allocation fail
through an internal hook on GpuDeviceInfo.
* [Vulkan] Size descriptor pools for the sets that need them
The branch had raised every descriptor pool to 65536 storage buffers,
262144 sampled images and 8192 storage images so the largest shader's set
would fit, and every pool paid for that on every device.
Pools are back to upstream's ordinary size (8192/8192/1024/1024). When a
set does not fit one, the next pool is sized for four sets of its kind,
and a retired pool is reused only if it can hold the set. MaxImages stays
the planner's bound on distinct image descriptors per shader.
* [Vulkan] Blend with a second source from the MRT1 export
Blend factors 15-18 (SRC1 color and alpha) were mapped to Vulkan's Src1
factors without enabling dualSrcBlend or giving the fragment shader a
second output, so the blend read an undefined value and validation
reported every such pipeline.
When the device supports dualSrcBlend, it is enabled, and a draw whose
target 0 blends with an SRC1 factor (and binds no other target, as on the
hardware) gets a second fragment output fed by the MRT1 export, declared at
location 0 with index 1. The translator accepts that one extra output and
keys the compiled program by it.
* [Tests] Skip device tests without a Vulkan device, as upstream does
The branch had turned the device gates into assertions, so every device test
failed on runners without a GPU. SHARPEMU_TEST_REQUIRE_DEVICE=1 still makes a
missing device a failure.
* [Gpu] Wait for pending image readbacks before uploading over them
A tiled image retired under pressure publishes its contents only when its
readback tick completes. Found again before then, it was rebuilt from the
guest bytes it supersedes. Uploads now wait for the readbacks into their range.
* [Shader] Unpack compressed 16-bit pixel exports by their export format
Compressed exports were always unpacked as half floats. UNORM16, SNORM16,
UINT16 and SINT16 exports (G-buffer normals among them) now follow the
SPI_SHADER_COL_FORMAT of their target, which also keys the compiled program.
* [Agc] Emit direct draws for every draw modifier
sceAgcDcbDrawIndex and sceAgcDcbDrawIndexAuto returned without writing the
draw for any modifier other than 0x40000000, so whole passes vanished
without a trace.
* [Agc] Emit addressed occlusion counter events
sceAgcDcbEventWrite refused every event with an address, so the 0x38/0x39
counter events never reached the command stream. Their results are now
published through the ordered buffer fill path instead of CPU memory only.
* [Gpu] Execute target-less draws whose pixel shader writes memory
A draw without color or depth targets was dropped before compilation even
when its pixel shader stores to buffers or images. Yotei fills its visibility
buffer this way; the dropped pass left most of the scene black.
* [Shader] Keep EXEC guards after V_CMPX with a legacy scalar destination
GFX10 V_CMPX in VOP3 or SDWA form changes EXEC and ignores its scalar
destination. The EXEC-full analysis took it as a write of that destination,
kept EXEC full and elided the guards of the following vector writes.
Ported from voidborn-astra/sharperemu 8499b905.
* [Vulkan] Use unsigned operations for scalar pair bit instructions
Ported from voidborn-astra/sharperemu c0cff157.
* [Gpu] Invalidate image copies for raw buffer writes
Ported from voidborn-astra/sharperemu caa4149d.
* [Gpu] Retain GPU image contents during collection
A GPU-written image whose readback a dirty buffer overlap blocks was cleared
and deleted, losing its contents. It is kept instead; same-page CPU writes are
resolved by hash before deciding.
Ported from voidborn-astra/sharperemu 3b5eb2f3.
* [Shader] Read the selected lane for V_READLANE in graphics stages
Graphics stages took the reading lane's own value instead of the selected
lane. A graphics wave is one group of up to 32 host lanes; the selected lane
of that group is now read with a subgroup shuffle.
* [Tests] Cover Yotei's wave64 march and waterfall loop shapes
A step counter compared into EXEC with lanes leaving through VCC, and a
waterfall over an SDWA compare into an SGPR pair. Both already end every lane
in both halves of the wave.
* [Vulkan] Make depth bounds dynamic pipeline state
The depth bounds were part of the graphics pipeline key. Ghost of Yotei moves
them per draw, so every value created a new pipeline: about 80 per frame and
thousands kept for the session. They are now set with vkCmdSetDepthBounds per
draw; the key bytes they used stay reserved.
* [Shader] Read absent graphics lanes as the reading lane
A host subgroup of a graphics stage can be partly empty, where a PS5 wave
still has dead lanes. DPP, V_READLANE and V_PERMLANE reads of an absent lane
returned undefined values: Ghost of Yotei's wave minimum then never reached its
exit and its pixel shaders ran until the step guard. An absent lane now reads
the calling lane's value, which keeps min/max/and/or reductions exact.
* [Memory] Skip the ownership transition for pages already CPU-dirty
A CPU write to pages that are all CPU-dirty re-ran ChangeState, which scans the
whole 4 MiB region and republishes the same summary, for every managed guest
store. CPU and GPU dirty states are exclusive, so nothing can change there.
* [GPU] Keep the previous frame's images through mid-frame collection
Collection runs before every draw while image memory is under pressure. It
evicted every image not used yet in the current frame, which the rest of the
frame samples again, so Ghost of Yotei recreated and uploaded about 7000
images per frame. Below the critical level the mid-frame pass now leaves
them alone; frame-end collection and allocation-time reclaim are unchanged.
* [GPU] Copy the newer GPU contents between same-layout image aliases
One surface read through two formats of the same layout is two cache
images over the same guest bytes. Before one is used as a texture, storage
image or target, it copies the newest GPU contents of its same-layout
aliases on the GPU, ordered by write sequence, as unified memory shows
them. Depth keeps its reinterpretation path.
* fix(kernel): provide read-only entropy device descriptors
(cherry picked from commit 2ad0eca819ba8456b42177d4e682915d99fb7639)
* fix(net): track epoll descriptor creation and destruction
(cherry picked from commit e1c5658ed5f9579756111c89943b136fb995182b)
* fix(pthread): implement relative timed mutex acquisition
(cherry picked from commit c75f28f489a7fa3f78d6baae533e49c33dc10cb7)
* fix(net): implement level-triggered socket epoll waits
(cherry picked from commit 2f27f0078888007861f71afc5615e5c9a7246532)
* fix(kernel): release timed-out event flag waiters
(cherry picked from commit 4daa8a34e4c0534d3a0ebcc79f7a15597aaed330)
* fix(system-service): report empty event polls
(cherry picked from commit 65fb9aae7a7ee994ce8ab5b70f8fb00df2f7c742)
* fix(videoout): preserve decoded frame presentation order
(cherry picked from commit 66526f0eedc4da4253a6650b5563c257ff5c278d)
* fix(ajm): decode ATRAC9 jobs from split buffers
(cherry picked from commit e8c9925d86eb886d8734913a0ba7c10c125cc209)
* fix(videodec): finish queued frames before decoder deletion
(cherry picked from commit eae19e7c170998af3f4cf865759536fb33886e28)
* fix(net): confirm socket errors before reporting epoll error readiness
(cherry picked from commit 95128f67d446b4f659692584d241bdc85a5a9af7)
* fix(net): format guest Ethernet addresses
(cherry picked from commit 08cca779b5c000b46322ce16eb75b9739f312175)
* fix(net): keep one sceNetEtherNtostr export
Both branches added sceNetEtherNtostr. Keep the version that reports an
unreadable source address as a fault, the errno a guest read fault gives.
* fix(net): distinguish pending accepts from socket hangups
(cherry picked from commit 28ad0c0a9d989ad8f368d471354ede295ce9acf7)
* fix(net): avoid querying payload bytes on listening sockets
(cherry picked from commit 2aac142b2fb58b4b398bb1f2dfdf96cd94a388f1)
* fix(audio): avoid pacing empty nonblocking context pushes
A nonblocking push returns at once. The grain it claims still counts in the
queue level when no host backend is attached; only a blocking push waits
for its slot.
(cherry picked from commit 9b2db6d814f89b44cf46da11c3f8ced474ace063,
adapted to keep the queued grain accounted)
* chore(net): remove an investigation trace call
(network part of 8d0bd2fc; its PlayGo trace only exists in the skipped d342dd1c)
* fix(videodec2): preserve the picture-info size prefix
Without a picture only the ready flag at offset 8 is cleared; the caller's
size prefix and the other fields are preserved. A decoded picture still
fills the whole output info, pitch included.
(cherry picked from commit 050e9c824ad4a1ac2d9a40a6d6dd9ba1f63fd4fb,
adapted to keep the complete output info for decoded pictures)
* fix(videodec): preserve adjacent picture-info fields
Width and height are 32-bit fields with the pitch between them.
(cherry picked from commit 88a79715; the complete output info this branch
writes for a decoded picture already used 32-bit fields, so only the
dimensions helper and its test are added)
* fix(shader): report descriptor accesses that fall back to the null descriptor
A control-dependent image or sampler descriptor with no plan-time source
reads the null descriptor, so its texels read as zero. The plan records
each such access and the host warns once per shader with its PC, so the
loss is visible instead of silent.
* fix(shader): read control-dependent descriptors at run time before the null fallback
A sampled float access whose image or sampler descriptor has no plan-time
source read the null descriptor even when the runtime descriptor table
could serve it, because the null fallback ran before the runtime path was
tried. Such an access now reads its descriptors at run time, as the
hardware reads them from memory; the null fallback stays for accesses the
table cannot serve yet.
* fix(gpu): keep invalid runtime image descriptors on the null texture
A shader reading its descriptors at run time reports every image it does not
find. One with a null base or a format without a host equivalent stopped
the emulator when the host tried to create it. It now stays out of the
table, so the shader keeps reading the null texture, as the hardware does
for such a descriptor.
* fix(gpu): translate equivalent stencil replacement states
(cherry picked from commit a6e7922dbede9548fe5ef8795d29387de98b1bf8)
* fix(gpu): accept GFX10 image resource-level bit
(cherry picked from commit 1cbafc0a52e44592e34c5ae708d98573f6d2e9d6)
* fix(gpu): preserve addressed texture view alignment
(cherry picked from commit 936d873f70922337b7e9557cf4e579f4ed73d471)
* test: keep only the tests that 1cbafc0a and 936d873f add
Resolving their test conflicts kept test blocks from later #1057 commits
that depend on code not merged yet; only each commit's own test remains.
* fix(gpu): read disjoint descriptor bytes through backing aliases
GPU ownership is tracked in bytes but page protection covers whole pages:
CPU-owned bytes on a page that also holds GPU-owned bytes are read through
the backing alias, without bringing the neighbouring GPU bytes back.
(cherry picked from commit 7c8f0b97; this branch's clean word reader, which
first synchronises GPU-owned words, is kept, and the test keeps the
resident-range assertions)
* fix(gpu): read indirect tessellation draw arguments on the CPU
Non-indexed indirect draws now leave their arguments to the GPU (#1036), but the
merged tessellation path counts patches from the vertex count on the CPU: an indirect
tessellation draw arrived with the placeholder count of one and drew no patch.
* fix(gpu): write a replaced stencil plane back before dropping its proxy
A depth buffer whose stencil plane has another size at the same address drops the
other buffer's stencil proxy. When the GPU had written that plane, deleting the
proxy stopped the emulator (Ghost of Tsushima). The plane now reaches guest memory
first, as when a depth buffer changes planes, and stencil write-backs register as
publishing downloads so an upload of the range waits for them.
* feat(shader): read image-load descriptors at run time
An ImageLoad whose descriptor has no plan-time source looks its words up in the
runtime descriptor table instead of reading the null descriptor. The key carries the
numeric class the descriptor format selects, so the shader fetches through the uint,
sint or float heap array the host view matches.
- Only active lanes record misses; an inactive lane may hold anything.
- A missed descriptor over unbacked memory stays out of the table, and an entry whose
memory the title freed leaves it when its image is retired.
- An entry keeps the texture it resolved to until the cache retires its image, so a
draw no longer looks every entry up again; each draw still acquires its views.
- A plan that reads descriptors at run time on a host without the bindless heap is a
rejected plan, not a fatal layout error.
* fix(shader): resolve descriptors from empty scalar buffers
Descriptor words read from an empty scalar buffer are zero whatever the offset, so
the access reads the null descriptor; materialization rechecks that the buffer is
still empty. Ghost of Tsushima's pixel shaders read image descriptors this way.
(cherry picked from commit 5d03a71aacdead6adfbc9f46b5eeb777168e759a; on this branch
an access the runtime descriptor table can read keeps that path, which also serves a
buffer that is not empty, so the proof applies to the other accesses only. Its tests
use a depth-compare sample accordingly, the indirect-image case stays a runtime read,
and the planning-dump fixture adds one to its descriptor as f73663e8 does upstream)
* fix(shader): preserve scalar sources in immediate comparisons
(cherry picked from commit 9f4e325df34d9c075d9625da9994ecccfa9d1ac3)
* fix(shader): count unsigned leading bits in scalar instructions
(cherry picked from commit 09e9e1de7a8de12d92de39d51eed744ff4416fa6)
* fix(shader): bind signed integer storage images
(cherry picked from commit 1c134311d66ea6690a4549dff933017e1e478c5a)
* fix(shader): view only 32-bit signed storage writes as unsigned
A write-only signed storage image went through an unsigned view for every signed
format while no signed storage binding existed. With signed bindings (1c134311),
only the 32-bit format keeps that view, where the bits are the same; a 16-bit signed
image stores through its own signed view again.
* feat(shader): read adjusted-sample descriptors at run time
The IMAGE_SAMPLE_*_A forms carry their adjustment in the sampler's reserved dword-3
bits. Their descriptors without a plan-time source now go through the runtime table
like a plain sample, with those bits masked out of the sampler key so each
adjustment does not register a sampler of its own. A Ghost of Tsushima pixel shader
reads the image of such a sample from a material record that the plan cannot prove.
* fix(shader): qualify single-mode sample interpolants
(cherry picked from commit 3026bb288124f001f828f550755a2e4117c67ec0)
* fix(gpu): preserve sample masks and decode signed locations
(cherry picked from commit 3ab11b99d98482694037365c4e3865839544d891)
* fix(gpu): distinguish attachment sample counts in pipeline keys
(cherry picked from commit 51dd915d42f2ec877df970b66e0f7d2fc57b1300)
* fix(gpu): preserve EQAA depth and overrasterization controls
(cherry picked from commit 1087b9fba3914d3afda21041897c223dda3f324d)
* fix(gpu): retain scan mode control for sample iteration
(cherry picked from commit c8614eae54bc66d18ee60ac594280b9659b1fdd4)
* test(gpu): verify captured mixed-sample register decoding
(cherry picked from commit 943fc08e17f11dbe0995849813900a666781d42c)
* feat(shader): support explicit pixel interpolation samples
(cherry picked from commit fa66d55425a6108760f5dc1f7d6d5e9f62c2b8d9)
* fix(shader): honor eligible early depth testing in Vulkan
(cherry picked from commit 9b34fa404eaca555170e9c5fb18622a907b70179)
* fix(vulkan): preserve pixel sample-mask exports
(cherry picked from commit 5fbe6a3b38c1724c8c66fcbb6eb37aacdde4a981)
* fix(vulkan): preserve pixel depth exports
(cherry picked from commit bad8e123e566cf0a1a835fd5fa8736625ffa9581)
* fix(gpu): separate pixel iteration rate from interpolation inputs
(cherry picked from commit 9e0bdd4cea8105243347772328ec69a0a77e7b11)
* fix(vulkan): interpolate fixed custom samples with explicit offsets
(cherry picked from commit 8e7796636bed4fad5d5c65ce04a35b970fc369be)
* fix(vulkan): gate fragment execution with post-depth sample coverage
(cherry picked from commit 4c981e8edfae91b0a9ecdc336a2813ec841941f6)
* fix(gpu): apply sample exclusion to early fragment execution
(cherry picked from commit 0f5b5a71c54983db73d5d461088f3285cf13641a)
* fix(vulkan): preserve per-sample custom interpolation coordinates
(cherry picked from commit bfb5d7618b7ec994f2197c8f50d8b717f3c6bca6)
* fix(gpu): preserve late depth updates for shader coverage changes
(cherry picked from commit 4f8bcb6d142a7352a58d02328d798b390f244ee5)
* fix(gpu): key shader programs by custom sample positions
(cherry picked from commit dd36fcea9b83fd90ac1aea5af770cfdebbe5f987)
* fix(vulkan): preserve two-sample depth with single-sample color
(cherry picked from commit 042e5c4d19c5b104f0c20b0a38d87cb349d9241d)
* fix(gpu): reject unrepresented two-sample coverage masks
(cherry picked from commit b8fe958ac343b049295392a61c99419115020e63)
* fix(gpu): preserve forced shader depth ordering
(cherry picked from commit 58a4b282c89b2f35d04fe46a3f702c990f5164f0)
* fix(gpu): use late depth for unforced shader depth exports
(cherry picked from commit 29fe184bf1d241af6e8bfa521020d38d2eaba589)
* fix(shader): reject unsupported multisample sampling modules
(cherry picked from commit e77451e273d12e9c11355004654d592235e6aa63)
* fix(gpu): keep runtime descriptors that describe no view out of the table
A T# read at run time holds whatever the lane computed; the hardware reads one that
describes no valid view as the null texture. Ghost of Tsushima samples through such a
descriptor (image type 0, base level past the last level) before choosing another
one. The runtime path now asks for the texture without stopping on it: the T# checks
of the texture builder go through one rejection, fatal on the planned path as before
and a failure for the runtime one, which keeps that descriptor out of the table.
* perf(loader): sample repeated unresolved import warnings
(cherry picked from commit 842c3eea5228f017f26941e2f5ad9f69e678c002)
* perf(shader): read buffer-table descriptors at run time when the access allows it
A descriptor read from a table in a buffer, indexed by a lane value, was planned as
a dense table: materialization takes every record the buffer holds and each draw
finds, refreshes and binds all of them. A Ghost of Tsushima material table made that
about 2000 images per draw, nearly all of the render thread's time. An access the
runtime descriptor table can read now takes that path and binds only the records the
shader reads; a storage, compare or cube access keeps the dense table.
* fix(shader): read sample 0 for samples of a multisample image
Vulkan cannot sample a multisample image, and e77451e2 stopped such a module from
compiling, which stopped the emulator at a Ghost of Tsushima gameplay pixel shader.
A sample instruction on a 2D multisample image now fetches sample 0 of the texel its
normalized coordinate falls in, as shadPS4 lowers it, and the image is bound without
a sampler. A gather or an arrayed multisample sample is still refused.
* fix(gpu): free images and retry once when a buffer allocation runs out of memory
Images already retried after freeing what can go; a buffer allocation that found
every memory type full stopped the emulator (Ghost of Tsushima gameplay). The buffer
allocation now reports the failure, the buffer cache asks the image cache to free its
images and wait for retired ones, and tries once more before stopping.
* fix(vulkan): initialize format buffer scratch for runtime resources
* fix(shader): invalidate stale prewarm resource plans
* chore(sync): carry upstream Unity compatibility fixes
Apply upstream/main's post-revert Unity compatibility changes while preserving the Yotei-specific AudioOut2 state layout. The upstream rendering reversion is intentionally not imported because this branch still depends on those rendering changes.
* fix(shader): bind incompatible-only indirect image tables as typed nulls
An indirect image table whose candidates all have a dimension the MIMG
instruction cannot address (Demon's Souls 0x9D1D8F5B7F200DE7: every
candidate 2D, instruction MSAA) failed with "no typed candidate". Keep
the instruction's declared image type and bind every candidate as a
typed null instead.
* debug(gpu): dump the whole command buffer on an unknown packet
Temporary diagnostic for a tester's Yōtei crash ("packet opcode is
unknown", header 0x00000000). The old dump showed only 24 dwords around
the bad packet, too few to re-parse the stream and find which earlier
packet is misaligned. Dump from the start of the buffer instead.
* perf(gpu): copy CPU-write-hot pages once per memory visibility point
Every draw with a read-only device-address range re-copied the range's
CPU-write-hot pages: they stay writable, so they read as dirty forever.
In Ghost of Yotei that was ~47% of the render thread (thousands of
draws per frame re-copying the same pages, each copy ending the render
pass behind a full barrier).
The guest only guarantees CPU writes are visible at memory visibility
points (a submission slice, a satisfied wait), the rule the PrepareBda
sweep already follows. Each buffer now remembers the range whose hot
pages it copied in the current visibility generation and skips them
there; pages that fault dirty are still copied on every draw. A
command-processor write invalidates only the buffers holding the
written bytes instead of starting a new generation.
SHARPEMU_BDA_RESYNC_HOT_EVERY_DRAW=1 restores the previous behaviour.
[PERF][BDA_SYNC] reports visibility points, processor writes and how
many syncs skipped hot pages.
* perf(vulkan): stop retaining per-draw texture bindings until GPU completion
Ghost of Yotei binds ~300 images per draw, and each one allocated a
TextureResource of ~1.3 KB that stayed referenced until its submission
retired. At under one frame per second every binding outlived gen0, so
nearly every GC was a gen1 collection (299 gen1 vs 35 gen0 in 15 s).
- Drop TextureResource.Resolution: it was written in one place and never
read, and duplicated the ImageRequest (about half the object).
- Keep only the host movie planes, which own a staging buffer recycled
at completion; the other bindings die with the draw.
Measured in game: gen1 collections fell to 9 per 15 s.
* perf(images): widen the image lookup memo to 4096 slots
The direct-mapped memo had 256 slots, while a Yotei draw binds ~300
images and a frame thousands, so slots evicted each other and only 42%
of lookups hit. With 4096 slots (about 2.5 MB) 90% hit.
* fix(agc): allocate command buffer space atomically
Guest threads run HLE exports concurrently. Two exports appending to one
command buffer both read its cursor before either stored it back, so the
second packet overwrote the first. A tester's Yotei DCB showed a
PopMarker NOP written over the first two dwords of a SET_SH_REG 0x228
packet; the stream then hit its trailing zero dword ("packet opcode is
unknown, header 0x00000000") about 20 s into the game.
The cursor update is now atomic per buffer through striped locks; the
lock is released around the guest's buffer-full callback. A one-time
"[AGC][WARN] Two threads append to one command buffer" line reports the
race when the same buffer is contended.
* fix(gpu): stop executing queued GPU work once guest memory is torn down
Closing the window raced the runtime teardown: the runtime detached the
guest GPU memory registry while the presenter's shutdown drain was still
executing queued draws, so the first device-address draw died with
"A device-address program needs the guest GPU memory registry" and the
end-of-run reports were lost. The drain now drops the remaining work
once the registry is gone.
Also report the audio backend a port actually opened instead of a
hardcoded "coreaudio" in the AudioOut output trace.
* fix(runtime): release guest GPU memory only after the presenter's caches
Runtime teardown disposed the guest GPU memory while the presenter was
still shutting down on its own thread: its image and buffer caches still
held page watches, so PageGuard.Dispose failed fast with "Cannot release
the page guard while page state is active". Wait (bounded) until the
presenter detaches its stores, and keep the memory mapped if it does not.
* perf(buffers): stop read-aheads of windows the GPU keeps rewriting
Eager readbacks copied a 512 KiB window after every batch that wrote a
hot window. In Yōtei's loading phase and cinematic the GPU rewrites those
windows before the CPU reads them: of ~2,900 read-aheads per 10 s, 3 were
used and ~2,800 were discarded as stale. Count consecutive wasted
read-aheads per window, skip a window after two, and give every window a
new chance every 256 batches.
* perf(buffers): read only the requested pages from mapped device memory
A guest read of GPU-written memory served from a unified (ReBAR) buffer
copied the whole 512 KiB readback window out of device-local memory,
which the CPU reads uncached across the bus. In Yōtei's loading phase
that memmove was 30% of the render thread. Mapped reads now copy a
16 KiB window around the request; copy-command readbacks keep the large
window. Loading phase, same 10 s window: QueueRelay 2447 -> 947 ms,
frames 205 -> 252.
* diag(gpu): report how tessellated draws split into batches
Adds [PERF][TESSELLATION] to the render profile: draws, instances, patches, batches per draw and the off-chip buffer count. Each batch prepares and binds every stage again, so batches per draw is the multiplier on tessellation cost.
* perf(gpu): run all instances of a tessellated draw in shared batches
DrawTessellation looped over instances on the CPU: every instance took
its own hull dispatch, a full binding preparation of the hull, domain
and pixel stages, and its own draw. Yōtei's cinematic issues up to
~1,900 instances per tessellated draw, ~15,000 iterations per 10 s, and
tessellation was half of the render thread.
Number patches across all instances instead and batch that numbering by
the factor-ring and off-chip capacity, as the hardware distributes the
patches of an instanced draw. A new tessellation data word carries the
patches per instance; each hull thread derives its instance ID (v5), its
patch ID (v0) and its index-buffer vertex, and the domain stage its patch
ID (v8), from the shared number. Zero patches per instance keeps the old
values exactly.
Yōtei: one batch per tessellated draw, cinematic 0.6-0.7 -> 1.1-1.3 FPS.
* perf(memory): let CPU-write-hot pages cool down once per frame
A page the CPU rewrites right after three uploads turns hot: it stays
writable and dirty and every sync copies it whole. Nothing ever cooled a
page down, so a ring the game fills a little each frame ended up hot in
full. In Yōtei's cinematic two 28-32 MiB buffers were copied whole at
every device-address sync, ~60 GB per 10 s.
Once per presented frame, hot pages now lose their heat: the next sync
copies them once more and protects them again, and only pages the CPU
keeps rewriting within a frame turn hot again. SHARPEMU_KEEP_CPU_WRITE_HEAT=1
restores the old behaviour.
Yōtei cinematic: uploads ~60 GB -> ~0.6 GB per 10 s, 1.1 -> 1.5-1.6 FPS.
* diag(images): trace lost GPU image contents and name guest passes
SHARPEMU_TRACE_IMAGE_DROPS=1 reports every time an image loses GPU-written
contents that never reached guest memory: the code site, the image, the
range of a buffer write that caused it and how much of the image it
covers, the image's dirty flags, and the guest render pass decoded from
its push markers (one stack per queue). Evictions report whether they
published the contents first.
A renderdoc.capture file next to the executable now requests a RenderDoc
capture at the next guest flip, for unattended runs.
* fix(images): keep an image being resolved out of collection
ResolveOverlap can allocate a replacement (GrowImage, a depth overlap
copy), and an allocation under memory pressure collects images that
were not used this tick. The image being resolved is the copy source of
that replacement: when it was collected, the copy read a freed slot and
the process failed fast with "The slot is not allocated" (seen twice in
Yōtei with a 4 GB image cache budget). Touch it before resolving.
* fix(images): publish GPU-only image contents before an overlap drops them
Memory keeps its bytes when another image or a buffer write reuses part
of it. When an overlapping image request or a partial buffer write
dropped an image whose GPU contents had never reached guest memory, the
contents were simply lost; a later image over those bytes started from
stale guest memory. Yōtei's cloud tables alias a 2048x2048 RG16F and a
512x512 RGBA16F at one address, and several post-process targets are
partly overwritten by compute buffer writes (7-82 % coverage).
Before such a drop, copy the image into the buffer over its range on the
GPU (the existing image-to-buffer path) and let the buffer own the bytes,
as after any GPU write. Full overwrites still drop directly.
SHARPEMU_IMAGE_DROP_WITHOUT_PUBLISH=1 restores the old behaviour.
* perf(gpu): poll the timeline at most every 0.5 ms in per-draw housekeeping
The completed-submission collection before every draw read the timeline
semaphore twice per draw (vkGetSemaphoreCounterValue), about 12 % of the
command thread in Ghost of Yotei. The per-draw path now polls at most once
per interval and uses the last value otherwise; real waits still read the
timeline at once. SHARPEMU_TIMELINE_POLL_US overrides the interval.
* perf(gpu): look up known samplers without taking the store lock
Every sampler of every draw took the store lock, and the async compute
queue contended for it (3.7 % of the command thread in Monitor slow paths).
Hits now read a concurrent dictionary; only a miss locks to create.
* perf(buffers): read one tracker page per mapped readback
Mapped readbacks copy uncached device-local memory at about 300 MB/s, and
most want a descriptor word or a packet dword. The window drops from 16 KiB
to one 4 KiB tracker page. SHARPEMU_MAPPED_READBACK_KB overrides it.
* perf(images): reuse per-thread level scratch when resolving color targets
Every draw resolved its color targets with two fresh 16-entry arrays that are
only copied into the image description; they were about 10 % of the managed
allocation volume in Ghost of Yotei. One cleared pair per thread replaces them.
* fix(agc): leave the command buffer alone in Push/PopMarker
Ghost of Yotei 1.512 calls the marker exports from a second guest thread on a
DCB that the main thread fills with inline-written packets. Appending a marker
NOP read a stale cursor and overwrote the game's packets: a tester's dump shows
a PopMarker NOP over the first two dwords of a SET_SH_REG, whose stray value
dword then failed as an unknown packet (header 0x00000000). Markers are
tool-only NOPs on PS5, so by default they now return the current cursor
without writing. SHARPEMU_AGC_MARKERS=1 restores the packets for the pass
names that traces decode.
* diag(shader): say why resource materialization failed
Two testers of Ghost of Yotei 1.512 stop on 'could not be materialized ...
reason=Other' for one pixel shader, and Other named no step. Each failure
site now records what failed and the values it saw (the source and dword that
could not be evaluated, the guest address that could not be read, the bad
count, stride or descriptor words); the fatal message appends it as detail=.
Return values and the fatal/reject policy are unchanged.
* fix(agc): preserve marker reservations for the DCB writer
Restore packet reservation and capacity callbacks for markers. Suppress markers from another known guest writer under the allocation gate so they cannot overwrite unpublished inline packets. Scope writer identities to canonical memory across native thread wrappers.
* fix(gpu): preserve partial images before capturing buffer bindings
* fix(audio): report the channel count in AudioOut2 port state
* Revert "debug(gpu): dump the whole command buffer on an unknown packet"
The full dump identified the tester's crash: a PopMarker from a second guest
thread overwrote a SET_SH_REG (fixed by the marker reservation change). Back to
the short dump around the bad packet.
* fix(shader): probe record-aligned material offsets past the indirect image cap
Ghost of Yotei 1.512 stops on 'indirect image 0x494: 72559 unbounded selector
probes exceed 65536' for a 2502-record material table with a 116-byte stride.
Without a proven selector set every multiple of gcd(stride, 2^32) is probed,
because selector * stride + offset wraps modulo 2^32; reaching an offset that
is not a record start needs a selector of at least 2^32 / stride. Tables under
the cap keep the exhaustive enumeration; past it, the record-aligned offsets
are probed and a warning names the image once.
* fix(gpu): track guest pages written through device addresses
Shaders that store to memory through a runtime V# or a flat/global
pointer reach guest memory through the device-address page table, not
through a bound buffer. The buffer cache only learned about GPU writes
from bound writable bindings, so these stores were invisible to it: the
page stayed "clean", the host never downloaded the GPU copy, and the
next CPU upload or eviction silently overwrote the GPU result with stale
guest bytes (or the CPU kept reading stale bytes). Ghost of Yotei's
GPU-driven passes (producer computes filling per-object data and V#
tables) write almost exclusively this way.
The translator now reports the page of every device-address store and
atomic in a second bitmap that follows the fault bitmap in the fault
buffer. Non-pixel invocations merge bits of one bitmap word and publish
it when the word changes or the invocation ends; pixel invocations,
which a discard can end early, publish at once. The fault processor
compacts that bitmap with the same pass as the fault bitmap and, once
the scan completes, GuestBufferCache.NoteDeviceAddressWrites marks the
pages GPU-written exactly as a written binding would: GPU-dirty in the
page tracker, recorded in the GPU-modified ranges, the owning buffer's
write tick bumped, and overlapping image memory copies invalidated.
A page the CPU dirtied before the write is reported cannot be owned by
both sides; it stays CPU-owned and the conflict is logged once per power
of two. On Yotei these conflicts remain (dozens per run, mostly the
producer input pages at 0x50CB...), so mixed CPU/GPU pages can still
lose bytes; resolving them needs a byte-level merge and is left for a
follow-up.
Diagnostics added alongside:
- SHARPEMU_TRACE_COHERENCE=1 checks, every fourth presented frame with
the GPU idle, that pages the tracker calls clean hold the same bytes
in guest memory and in the mapped buffer, and reports each divergence
(SHARPEMU_TRACE_COHERENCE_MB sets the slice checked per pass). With
SHARPEMU_TRACE_GPU_MEMORY_ADDRESS=coherence the first diverging page
is traced. On Yotei the detector went from hundreds of divergences to
zero with this fix.
- Guest buffers are named "guest 0x<address>+0x<size>" when Vulkan debug
labels are enabled, so RenderDoc captures show which guest range a
binding is.
* fix(gpu): merge shader and CPU writes that share a guest page
On the console the CPU and the GPU write one memory, so a 4 KiB page
can hold bytes from both. The page tracker gives each page a single
owner. When a shader stored through a device address into a page the
CPU had dirtied before the store was reported, the page stayed
CPU-owned and the next upload copied the whole guest page, stale
where the shader wrote, over the GPU copy. The guest never saw those
shader bytes either. Ghost of Yotei hits this dozens of times per run
(producer input pages at 0x50CB..., per-draw rings at 0x2002...).
SharedPageShadows keeps, per such page, the bytes both copies last
agreed on and does a three-way merge:
- Uploads of a shadowed page copy only the byte runs the CPU changed
since the shadow; the shader's bytes in the buffer stay.
- When a device-address write is reported on a CPU-dirty shadowed
page (once every upload staged for it has executed), the bytes the
GPU changed since the shadow are written into guest memory where
the CPU left them alone. A byte both changed keeps the CPU value,
which the next upload carries to the GPU.
- Downloads refresh the shadow, since both copies agree afterwards.
A shader-written page gets its shadow when the CPU first touches it:
that access downloads the page, so guest memory matches the GPU copy
and no extra read of uncached mapped memory is needed. Pages only the
GPU uses cost one dictionary entry. A page the CPU dirtied before its
first shader write was reported is shadowed from the mapped GPU copy;
shader bytes an upload already overwrote there are lost once, and the
log says so. At most 16384 pages (64 MiB) are shadowed.
On Yotei: 0 unresolved conflicts (8 one-time losses), 0 coherence
divergences, no throughput loss in an A/B run (about 5.6k vs 6.2k
draws/s over the same cinematic window). The in-game darkening is
unchanged, so these lost writes were not its cause.
* fix(gpu): expose the partial last word of byte-addressed buffers
Storage buffers are declared to shaders as uint[], and Vulkan's runtime
array length counts only whole words. A buffer whose size is not a
multiple of four therefore hid its last one to three bytes: byte,
short and formatted loads there read zero, and stores were dropped.
Ghost of Yotei's occluder producer reads a one-byte-per-instance state
buffer of 95 bytes. The last three instances were the ones to produce,
so the shader saw them as inactive, wrote no matrices, and the depth
prepass drew the object with the previous frame's stale matrices:
exploding vertices that cover the scene with black bands and holes.
Byte-addressed and formatted bindings now get a view rounded up to the
next word. The number of padding bytes travels in the two spare bits of
the runtime stride entry (strides use 14 bits), and the shader keeps
the guest byte bound for those bindings: byte assembly may read the
padded word, but an element is loaded or stored only when all its bytes
are inside the guest range, and whole-word accesses keep the old bound.
The padded view must stay inside the cache buffer, which spans whole
pages, so this never reaches past its VkBuffer.
The device test reads and stores the tail of 41- to 102-byte buffers,
aligned and unaligned, formatted and byte loads, with and without the
zero-out-of-bounds read path, and checks that bytes past the guest
range stay hidden and untouched; 13 of its 17 cases fail without the
padding.
* fix(gpu): only wait for shared page uploads that copy bytes
A shadowed page's merge waits until every upload staged for it has
executed, since until then the GPU copy lacks the staged CPU bytes. The
staged tick was advanced for every upload that visited the page, also
when filtering removed all of its bytes because the CPU changed none.
Such an upload copies nothing, yet merges waited for its tick, and a
page re-staged every frame could keep shader writes out of guest memory
indefinitely.
The tick now advances only for runs that survive filtering and for a
whole-page copy into a new owner. The tests cover an eliminated upload
followed by a merge and a real pending upload that still blocks it.
* fix(gpu): keep shared page shadows when a buffer grows
When a request outgrows a cached buffer, the cache creates a larger one
and copies the old buffer's GPU contents into it. Shadows of shared
pages still named the old buffer as owner, so the next upload into the
replacement treated the page as unknown and copied the whole guest
page: stale where shaders had written and not yet been reported, it
overwrote those bytes in the GPU copy.
The shadows (and the pages waiting for their first CPU access) now
follow the copy to the replacement, and a merge waits for the copy's
tick, since the replacement holds the old bytes only once it executes.
The device test grows a buffer between an unreported shader store and
the next upload and checks that both shader writes and the CPU write
survive.
* diag(gpu): watch guest ranges per frame and force full barriers
Two opt-in diagnostics used to trace Ghost of Yotei's stale occluder
matrices back to the producer that never wrote them:
- SHARPEMU_WATCH_BLOCKS=addr:len[,addr:len...] logs, after every
presented frame, each watched range whose bytes changed in guest
memory or in the GPU copy (both contents, dirty state, submitted and
completed ticks), and every cache event touching a watched range:
device-address write reports, uploads, writable bindings, CPU write
faults, host DMA writes, fills and copies.
- SHARPEMU_DIAG_BARRIER_EVERY_CALL=1 records a full memory barrier
before every draw and dispatch, to rule missing guest barriers in or
out. It is very slow.
Both are off by default and cost one branch when off.
* fix(gpu): read and write whole words that start inside a buffer range
The previous fix padded only byte-addressed and formatted bindings and
kept the floor word count as the bound for whole-word accesses. The
hardware range-checks a buffer access by its first byte (stride 0 or
swizzle off: offset >= num_records is out of range), so a dword load or
store that starts inside a range ending mid-word is performed whole.
A dword-addressed buffer of 95 bytes therefore returned zero for its
last word, bytes 92..94 included, where the console returns the data;
whether the read got zero depended on the driver's robust access
granularity, not on the guest descriptor.
Every runtime-stride view is now padded to whole words, and a word is
in range when it is inside the padded view, which is exactly the
hardware bound. Byte and formatted elements keep the exact byte limit
carried in the runtime stride entry.
The new device test loads dwords from 93- to 96-byte buffers with both
read paths; three of its five cases fail without the change.
* fix(shader): track both words of binary64 vector results
(cherry picked from commit 2e339ac4143061e76bfefb4e065b04eba4647f77)
* fix(shader): lower half-word logical shifts on Metal
(cherry picked from commit fa9776ec2b71a30c6a833562d8e342f5718a612f)
* feat(gpu): pack narrow color channels without changing encoded bytes
(cherry picked from commit e98fe0b4e68cd5e070124c97d583911561f5fd00)
* feat(gpu): transfer narrow sRGB images through expanded backing
(cherry picked from commit 9a5f4e08aaf101ebd68ca18d43efac17ec94112c)
* fix(gpu): retain explicit pitch for linear color target transfers
(cherry picked from commit 88695316e2119b18cb095ae7ad00e1c17ea1f6fb)
* fix(shader): decode explicit-LOD comparison gathers
(cherry picked from commit a629cc3949cba63b52cfbdc0b41199a3fc1cba79)
* fix(gpu): decode narrow sRGB color target outputs
(cherry picked from commit 66aa64a01fc4ad984d53fa248b742481d3b54e61)
* fix(agc): accept the shader register Ghost of Yotei 2.002 writes at 0x192
Ghost of Yotei Complete Edition 2.002 applies a shader register table at
startup that writes 1 to SH offset 0x192 (0x2D92), just past the LS block.
gfx10 documents no register there and no shader state depends on it, but
the table writer had no entry for it and stopped the emulator right after
the splash screen. Ignore it like the other pace and control registers.
* diag(agc): log the values written to the undocumented shader register 0x192
The register is still not applied, but the first value and every change
are logged, so a rendering difference in Ghost of Yotei 2.002 can be
traced back to what the title wrote there.
* perf(shader): look runtime descriptors up through one shared function
Reading buffer-table descriptors at run time (90e35ba8) inlined the hash and
the eight probes of the runtime descriptor table at every image and sampler
access. A Ghost of Yotei pixel shader with 56 such accesses grew from 419 KB
to 2,051 KB of SPIR-V and took about 6.5 s to compile instead of 0.5 s.
The image and sampler lookups are now one DontInline function each, called
with the key and the lane's EXEC state, as the device buffer format decoder
already is; the same shader is 507 KB and still binds only the records it
reads.
* fix(shader): read format bytes in a buffer's last partial dword on the device
A format load through a device-side V# assembled each component byte from
its aligned dword, and that dword read zero unless all four of its bytes were
below num_records. The hardware range-checks the element, so the last one to
three elements of a byte buffer whose size is not a multiple of four read 0
instead of memory.
Ghost of Yotei's culling updater reads each object's 8_SINT visibility state,
skips the store when the new state equals the one it read, and counts the
element. Its 19-byte state buffers read 0 for elements 16..18, so the store
was skipped while the element was counted: counts[] exceeded the instance
slots the producer wrote, and the extra instances drew as black blocks.
The dword is now read when any of its bytes is inside the buffer; the existing
per-component check still zeroes a component past num_records.
* fix(loader): prove jump table bounds and tables over the control-flow graph
The red-zone patcher refused every short faultable site of a function whose
jump tables it could not resolve. The resolver only accepted a lea-only window
between a 32-bit compare and the table load, so Ghost of Tsushima's render
thread kept unprotected accesses in a leaf function that holds a pointer in the
red zone, and a host exception dispatch clobbered it.
Resolve each table by walking the function's control-flow graph backwards from
the load: every path must pass the fallthrough of ja after an unsigned compare
of the selector, reaching the load through register moves and zero-extensions
only, and must define the table register with lea of the same RIP-relative
table. The graph includes the resolved table edges, and resolution repeats until
a round reproduces its own targets. Tsushima's indirect-branch refusals drop
from 55 to 8.
* fix(agc): accept the user-config register Ghost of Yotei 2.002 writes at 0x191
The 2.002 build writes 0 to user-config offset 0x191 from a register table,
right after shader register 0x192. No gfx10-12 register lives there. Accept
it and log value changes, like 0x192.
* fix(images): keep a mapped mip chain whole when a texture starts past mip 0
A sampled texture whose descriptor starts past mip 0 was always made an image
of only the levels from there, for streamed textures whose larger mips are not
mapped. A pass that samples a lower mip of an image the GPU rendered (Demon's
Souls' fog and bloom chains) then got a separate image of the same memory,
filled from stale guest bytes and traded with the render target every frame:
white blocks across the fog and 0.2 fps.
The image cache now keeps the resident-levels form only when the chain is not
fully mapped; otherwise the texture is the whole chain viewed from its base
level, the same image as every other view of that memory.
* fix(np): report the package's real trophies from sceNpTrophy2GetTrophyInfoArray
b5b3d691 treated rdx as the first trophy id and always returned the requested
limit as the count. The call is (context, handle, offset, limit, details[],
data[], *count): offset indexes into the package and the count is how many
trophies exist from there, capped by limit. Hades asks for 50 and then walked
past its own on-stack arrays, crashing in a job thread before the first frame.
Read sce_sys/trophy2/trophy00.ucp (unencrypted container with tropconf.json and
tropmeta_*.json) and fill SceNpTrophy2Details (1312 bytes) and SceNpTrophy2Data
(32 bytes) for the trophies that really exist, all locked. Layouts and the
package format follow KytyPS5's NpTrophy2 implementation.
Co-authored-by: Felipe <54341095+Pipe530@users.noreply.github.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
* chore(audio): mark the YoteiPC-derived ATRAC9 code as GPL-2.0-only
The multichannel block ordering in Atrac9DecodeState follows YoteiPC's at9_api.c,
which its author publishes under GPL-2.0 (no "or later" grant). The file now says
GPL-2.0-only with the source and author named, and the license text is added for REUSE.
LibAtrac9 itself stays MIT.
---------
Co-authored-by: ParantezTech <12572227+par274@users.noreply.github.com>
Co-authored-by: kuba <xnetcat.dev@gmail.com>
Co-authored-by: MathiasYG <06mathias6@gmail.com>
Co-authored-by: voidborn_astra <41128975+voidborn-astra@users.noreply.github.com>
Co-authored-by: Felipe <54341095+Pipe530@users.noreply.github.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
* [Cpu] Prefer LLE for libc FILE-object exports
* [Libc] Add file-lock compatibility exports
* [Kernel] Expose the process argument count and vector
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [AppContent] Report missing add-on content entitlements
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [Videodec2] Decode guest access units into pitched NV12 frames
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [Network] Add the RUDP context lifecycle
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [SharePlay] Report inactive share-play state
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [Np] Complete offline authentication requests as signed out
* [Kernel] Warn when APR cannot resolve a resource path
* [GPU] Skip piece hashing for stencil association proxies
* [VideoOut] Add deduplicated volume texture binding traces
* [SpirvTranslator] Match guest F32 denormal and trigonometric semantics
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [Network] Add socket epoll registration and readiness waits
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [Network] Close POSIX socket descriptors through sceNetSocketClose
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [Network] Add Ethernet address string conversion
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [Json] Track the global special-float handler
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [Json] Add the special-float format setter
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [Pad] Add the n3kSX62fgNo compatibility export
* [Pad] Trace input state changes when requested
* [PlayGo] Keep unknown chunk lists empty
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [PlayGo] Keep chunk metadata parsing in the metadata loader
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [PlayGo] Expose runtime state reset
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [PlayGo] Add install and optional chunk queries
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [Loader] Preserve switch targets while patching guest red-zone accesses
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [Loader] Report patching progress for large executables
* [SpirvTranslator] Preserve F32 signed zero, infinity and NaN when supported
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [GPU] Use Gen5 render-target tile equations on the CPU and GPU
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [GPU] Decode DCC fixed and register clear values
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [GPU] Track DCC metadata coverage for color targets and volume textures
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [GPU] Materialize DCC slice clears from guest metadata
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [Tests] Cover Gen5 tiling, DCC clears and offline authentication
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [Tests] Match red-zone coverage to forward-only patching
* [Pad] Track independent standard, special and remote port handles
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [UserService] Add user number and termination exports
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [NP] Expose the game trials flag
* [Kernel] Allow renaming and unlinking open guest files
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [Tests] Cover controller ports, user exports, trials and open-file renames
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [Kernel] Clear the outputs and report no space when no direct memory span is free
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [Kernel] Return POSIX results from _open and keep sceKernelOpen raw
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [Kernel] Open /dev/random and /dev/urandom as host RNG descriptors
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [Kernel] Read random device descriptors from the host RNG
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [Kernel] Close random device descriptors
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [Kernel] Report random device descriptors in fstat
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [Cpu] Place the guest exception mcontext at the start of the context
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [Cpu] Report the flags and Sony stack alias in guest exception contexts
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [Cpu] Expose the guest exception context writer to tests
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [NP] Keep Universal Data System handles across repeated initialization
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [NP] Create Universal Data System contexts before explicit initialization
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [NP] Reset Universal Data System state with the runtime
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [Pad] Write the device class extended information at its guest size
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [Pad] Add scePadDeviceClassParseData
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [Tests] Cover random devices, POSIX open, UDS initialization, pad class data and exception contexts
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [SaveData] Write the mount info structure at its 48-byte guest size
* [Stubs] Add sceTextToSpeech2Cancel and sceTextToSpeech2GetSpeechStatus
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [Kernel] Add sceKernelSync
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [Loader] Patch red-zone sites from the previous instruction when every indirect branch is resolved
* [Tests] Cover backward red-zone spans, direct memory no-space results and the mount info size
---------
Co-authored-by: Sekai <140012992+SekaixX@users.noreply.github.com>
* [HLE] Answer POSIX host memory queries without the mapping lock
Every HLE import that reads stack arguments queries the guest stack's
protection first. On POSIX the query took the same lock Protect holds
across its mprotect call, and GPU write tracking protects pages
constantly, so each query waited tens of microseconds; Silent Hill: The
Short Message spent up to a second of every five seconds in queries.
Regions are now also published as an immutable snapshot (replaced under
the lock when a region is added or removed), and a query of untracked
memory or of a region without per-page overrides is answered from it
without the lock. Regions with overrides keep the locked path, which now
finds where a protection run ends through an ordered set of overridden
pages instead of visiting every override (write tracking leaves tens of
thousands), and the next region by binary search. Query time drops from
200-1000 ms to 5-50 ms per 5 s.
This is the POSIX counterpart of replacing page-by-page VirtualQuery
scans on Windows.
(cherry picked from commit b6ffe31f28fa93842726b71315c7731f97b5fda8)
* [Cpu] Sleep through nanosleep, resumed on EINTR, in the POSIX Sleep stub
The POSIX stand-in for kernel32!Sleep (which the native sceKernelUsleep
intrinsic calls with milliseconds) converted to microseconds and called
usleep. macOS rejects usleep(>= 1 s) with EINVAL and returns at once, so
every guest sleep of a second or more came back immediately; and a
signal (the runtime's thread activations, for one) ended any sleep early
through an error the stub never looked at.
The stub now builds a timespec and calls nanosleep, and when nanosleep
returns EINTR it resumes with the remaining time. A test exercises the
stub with the Win64 argument register for both a 1.2 s and a 20 ms
sleep.
(cherry picked from commit 43b770f86b5e3aa2332121f1bc2ddf2acc9d2968)
* [HLE] Query POSIX view regions from a lock-free snapshot
Every HLE import first queries the guest stack's protection, and the
view-region query took the same gate the GPU write tracker holds across
its mprotect calls, so each import waited on page-protection traffic
from other threads (the main guest thread spent ~2% of its time in that
wait at Silent Hill: The Short Message's menu).
The region list is now also published as an array snapshot whenever it
changes, and queries read the snapshot without the gate. Per-page
protections already changed in place and were read racily; nothing
changes there.
(cherry picked from commit d7e72cb4974388883696516420b2e9d462778715)
* [Cpu] Skip the scheduler gate when a host thread re-registers the same guest context
scePthreadSelf on a guest thread the scheduler does not own registers
the thread's context on every call, and that took the scheduler-wide
gate each time - tens of thousands of times a second on Silent Hill:
The Short Message's main thread, contending with the dispatcher and
every blocked-thread wake.
Each host thread remembers the handle and context it registered last;
a repeat registration only refreshes the external-handle hint and
returns. New or changed registrations still take the gate.
(cherry picked from commit d1991b2b75261cd1f1ccb4e005b10805f0da24c1)
* [Cpu] Keep each thread's guest continuation stub instead of mapping one per resume
Every resume of a blocked guest thread allocated a 512-byte executable
stub page and a host-RSP slot, and released both when the thread blocked
again: an mmap/munmap pair plus two acquisitions of the host-memory gate
per resume, which the GPU write tracker holds across its own protection
changes. Contended on that gate, resumes were 62% of all lock waiting in
Silent Hill: The Short Message's menu.
Each host thread now keeps a stub page and slot per nesting depth for its
lifetime; a resume reopens the page for writing with mprotect directly
(the page is emulator-private, so it bypasses the tracked host-memory
layer), re-emits the stub and seals it again. Lock waiting across threads
halves (13.6 s to 6.5 s per 30 s).
(cherry picked from commit 2c2293abdd5d19dd1be3d6941dcedf9b482c6420)
* [Kernel] Round host condvar waits up to whole milliseconds
Monitor.Wait truncates its timeout to milliseconds, so a timed wait with
less than 1 ms left became a zero timeout and spun until the deadline.
UE's game thread waits for the render fence in 1 ms slices, which kept a
host core busy for the whole wait and contended the condvar lock with the
signaling threads. Timed waits may wake late, so round up instead.
SH menu 4.29 -> 4.64 fps together with the readback retry change.
(cherry picked from commit 66eaa0095fe594ff8e285cbf31c32bd84274ac85)
* [Tests] Run the POSIX Sleep stub test only in x64 processes
The stub is x86-64 machine code; a native arm64 test host cannot map or run
it, so the macOS arm64 CI runner failed to allocate the stub page.
* [Gpu] Recognize AGC's loaded-value buffer fill as an image/metadata clear
Octopath clears its DCC with a shader that s_buffer_load_dwords the fill value
from a one-record buffer and stores it at every thread index; only the variant
with the value in user data was recognized, so the DCC fast clear of UE's
translucency layer was lost and the layer kept stale alpha 0, which erased the
world map under it in the composite.
* [Vk] Bind descriptor sets instead of push descriptors on MoltenVK
MoltenVK returns zero from OpArrayLength for storage buffers bound through
push descriptors, so every bounds-checked buffer load read zero and every
store was dropped. In Poppy Playtime this left UE's motion blur indirect
dispatch arguments unwritten; the GPU then ran a 4294967295x1612x1490
dispatch and hung, and the game aborted on the render thread timeout.
* [ShaderCompiler] Size compute LDS to the dispatch's allocation
Every compute module declared the full 32 KiB of workgroup memory, which on
Apple GPUs leaves one workgroup resident per core. Declare the dispatch's
COMPUTE_PGM_RSRC2.LDS_SIZE (plus the wave64 bridge dwords), rounded to a power
of two so the index mask still bounds accesses. Silent Hill's heaviest per-pixel
pass (LDS_SIZE=4) replays in 11 ms instead of 46 ms.
* [Loader] Guard frame-pointer spill slots that live in the guest red zone
Host signal frames are pushed onto the guest stack, so GuestRedZonePatcher
protects functions that keep live data in the 128-byte red zone. It only
recognized RSP-relative accesses. Clang spills just as often through the frame
pointer: after 'push rbp; mov rbp, rsp' and N callee-saved pushes, RSP sits at
RBP-N and every [rbp-d] with d > N is below RSP. A fault taken there (lazy
commit, write tracking) overwrote those slots, which showed up as garbage
pointers on random threads in Poppy Playtime's level load.
Derive RBP-to-RSP from the standard prologue (leading pushes and the first
'sub rsp, imm') and treat [rbp-d] in (delta, delta + 128] as red-zone use. An
under-estimated delta only widens the guarded window. In Poppy's eboot this
protects 787 functions instead of 485.
* [AvPlayer] Report a loaded source as active before playback starts
sceAvPlayerIsActive answered true only after sceAvPlayerStart. Titles poll it
after adding a source and before starting playback; Superliminal waits for it
to turn true before it calls Start, so New Game never left the loading screen.
Report a player as active from the moment its source is loaded until it is
stopped or reaches its end, and track Stop explicitly so a stopped player
stays inactive.
* [Gpu] Copy the mips of a GFX10 mip tail block written through its own view into the chain
GFX10 packs every mip smaller than half a swizzle block into one block at the
start of the chain. A title can render into that block through a single-level
view exactly the size of the block: Unity's screen-space reflection blur writes
mips 3 and up of its 1024x512 color pyramid through one 128x64 view. The cache
keeps that view as its own image, so the chain's tail mips kept stale data and
sampling them produced rainbow blobs over Superliminal's menu.
When a chain is acquired with data, look for a GPU-written single-level image
at the chain's address with the tail block's extent, format and tile mode, and
copy each tail mip out of it at its placement inside the block. A per-image GPU
write sequence makes the copy happen once per new write.
* [SpirvTranslator] Give each used register its own private variable
The translator kept the scalar and vector register files as two private arrays
(128 and 512 uints) in every module. MoltenVK lowers a private array that size
to per-thread memory, so every register read and write in every invocation went
through memory. Declare one private variable per register the program touches,
on first use; the SPIR-V is otherwise unchanged.
* [ShaderCompiler] Resolve V_MOVREL* with selects instead of a spilled VGPR array
A program with any V_MOVREL* instruction declared its whole VGPR file as a
512-entry private array indexed at run time, which Metal spills to thread
memory, so every register access became a memory access. Keep one variable
per register and resolve relative accesses with a select over the registers
the program names. Octopath's instanced vertex shader (1536 x 8124): 112 ms ->
6.4 ms per draw in replay, output byte-identical.
* [AvPlayer] Start a player on its own when the title registers no event callback
Reporting a loaded source as active before Start regressed Quake, which
waits for its player to go inactive before starting its queued intro
videos. A player left loaded but unstarted stays active forever. Only a
title that registers an event callback can see the ready state and call
sceAvPlayerStart itself, so a player whose title asks for autoStart or
registers no callback now plays by itself once its source is ready,
reaches the end of the stream and reports inactive. Titles that start
playback themselves keep seeing a loaded source as active.
* [Gpu] Recognize AGC's constant buffer fill as an image/metadata clear
Octopath clears the DCC of its 1920x2200 DOF/bokeh accumulation target with a
third fill kernel: v_mov_b32 v1, 0 and buffer_store_format_x v1 at the thread
index, with only the destination descriptor in user data. It was not
recognized, the DCC fast clear was lost, and the additive bokeh pass kept
blending onto the previous frames until the target held thousands and inf,
which showed as noise and banded garbage over every 3D scene.
Program info now carries the constant a program stores when it is only index
arithmetic, one v_mov of a constant and one buffer store; a one-buffer 32-bit
formatted fill over every record with that value becomes a clear.
* [Vk] On macOS, retire a GPU tick only once its submission's fence signals
MoltenVK records Metal command buffers with unretained resource references
and signals a Vulkan timeline semaphore from a Metal event scheduled at the
end of the command buffer. That event can fire before Metal has finished
executing the command buffer, so a host thread that treats the timeline
value as authoritative can free resources the GPU is still reading. Metal
API validation reports this as "destroyed while still required by a command
buffer", and the resulting use-after-free showed up as intermittent GPU
tick stalls.
Every submission that signals the timeline now also signals a VkFence, which
MoltenVK signals from the Metal command buffer's completion handler. The
timeline value a host thread is allowed to act on is clamped to just below
the oldest tick whose fence has not signaled yet, and a timeline wait is
followed by a blocking wait on the last fence covering that tick. Fences are
pooled, tracked before the submit so no reader can observe a signaled tick
without its fence, and reset only once no thread is blocked on them. Fences
are polled at all only when the timeline already claims the tick is done, so
the common path costs one queue peek. The behaviour is macOS-only and can be
turned off with SHARPEMU_FENCE_RETIREMENT=0.
* [Vk] Refuse push descriptors on macOS for every device through one policy
The guard that refuses push descriptors on MoltenVK keyed on the
VK_KHR_portability_subset device extension, but that extension is not
enumerated for every device: the headless device the draw replay and the
device tests create took the raw driver limit, so replays on macOS read
guest storage buffers past their first bytes as zero (MoltenVK reports a
zero OpArrayLength for buffers bound through push descriptors).
The limit now comes from one policy both the presenter and the headless
device use, and macOS, whose only driver is MoltenVK, pushes none
regardless of which extensions are listed.
* [SpirvTranslator] Order emulated wave64 LDS phases in every block
A guest wave64 spans two host subgroups. The guest orders one lane's LDS
write before another lane's read by executing in lockstep, so the translator
puts a workgroup barrier between the halves wherever the wave switches
between writing and reading LDS. It only did so for programs of a single
block, which left every program with branches -- an NGG geometry stage
compute program has seventeen exec-skip branches around its ES to GS LDS
exchange -- reading the other half's LDS words with no ordering at all, so
the result depended on timing.
Every guest branch condition is wave-uniform in this emulation (EXEC and VCC
tests go through the wave mask and SCC is scalar), so every block is entered
by the whole wave and may hold a barrier, exactly as the wave64 ballot
exchanges already do. A block can be reached from either phase, so its first
LDS access always starts with a barrier.
* [Vk] Keep the rendering scope open across barriers and guest cache flushes
Tile-based GPUs pay for every rendering scope: ending one stores the
attachments out of tile memory and beginning the next one loads them back.
The presenter ended the scope for three things that do not actually need it.
An image barrier that repeats an attachment access in the same layout only
matters to work that runs after the scope, because accesses to an attachment
inside one scope are already ordered by rasterization order. Such barriers
are now queued and recorded as the scope ends instead of ending it.
A guest cache flush (a global memory barrier) inside a scope whose draws only
wrote attachments is deferred the same way, and every scope now opens with
that global barrier so anything recorded before the scope stays ordered
before its draws. A draw whose vertex or pixel stage stores to buffers,
storage images or device addresses ends a scope with a deferred flush first,
so a store can never move ahead of it. Finally, the DMA fill and copy entry
points no longer end the scope up front: the buffer cache completes most
transfers in guest memory, and the paths that do record GPU work end the
scope themselves.
SHARPEMU_DEFER_GLOBAL_BARRIERS=0 restores ending the scope at every flush.
* [SpirvTranslator] Take wave32 EXEC/VCC lane state from the low register
In wave32 a lane mask is its low register alone: EXEC_HI and VCC_HI are
ordinary SGPRs. Writing one of them therefore must not recompute the wave
lane state, and the lane state has to be tested against the low dword rather
than against a 64-bit mask composed from the low and high registers.
The lane-bit test that guards this covered the wave64 constant width only, so
it now accepts a mask of either width.
* [AudioOut2] Pace one grain per Advance+Push cycle and report the queue level
sceAudioOut2ContextAdvance and sceAudioOut2ContextPush each submitted the
context's pending PCM and, whenever nothing reached a host device, each slept
a whole grain in the software pacing fallback. A title that calls Advance then
Push once per grain therefore spent two grain periods per grain, so its audio
thread ran at half real time and held up every thread waiting on it.
Advance now claims the next grain on the context's clock and returns without
blocking (or, when its own submit already blocked in the backend, marks the
grain served), and Push waits for the grain Advance claimed; a Push with no
preceding Advance claims one itself. Neither call skips pending PCM. Because
the output holds QueueDepth grains, a grain may be queued as soon as the grain
QueueDepth-1 ahead of it starts playing, so a context can run that far ahead
of real time before a push blocks.
sceAudioOut2ContextGetQueueLevel reported an empty queue with the full depth
available on every call. Titles size their rendering by those two values --
Wwise renders exactly puiAvailableQueues grains per update and pushes them
non-blocking -- so a queue that never filled made it render a full queue every
update and then block inside Push for a grain per push while holding its audio
lock, which starved the game thread. The level now comes from the context's
grain clock, or, once a grain has reached a host device, from that device's
queued milliseconds beyond a short cushion.
* [Vk] Keep one depth attachment layout for draws that do not sample it
The depth attachment layout followed each draw's depth/stencil write mask, so
a draw sequence that toggles depth writes — opaque geometry, then decals and
translucency — changed the layout every few draws, and every layout change
ended the rendering scope.
The read-only attachment layouts are only required when the draw also samples
the attachment. Every other draw now uses the writable layout for the
aspects the format has, and the write mask alone selects the access, so the
layout stays constant and the scope survives. The presenter answers whether a
texture bound for the draw being prepared views the depth attachment's
subresources, defaulting to yes for hosts that do not track it.
* [Audio] Sleep for the SDL queue's drain time instead of polling every ms
Submit's backpressure wait is what paces every audio grain on the SDL
output, and it polled the queued byte count with Thread.Sleep(1), costing
the audio thread several wakeups per grain.
It now sleeps for the time the device needs to drain back under the queue
cap, still bounded by the existing deadline and the maximum wait.
* [CLI] Shut down cooperatively on SIGTERM
SIGTERM (launchd, process managers, kill) used the runtime default and
exited with GPU work in flight. It now takes the same host-interrupt path
as Ctrl+C: the presenter closes and tears Vulkan down before exit.
* [SpirvTranslator] Fold constant integer and boolean instructions
The translator materializes a good deal of translation-time knowledge as
SPIR-V instructions: a specialized descriptor's buffer format, swizzles,
strides, and the conditions that guard host-guaranteed ranges all end up as
arithmetic, comparisons and selections over operands the builder itself just
emitted as constants. That reaches the driver as runtime work, and on Metal
every one of those instructions costs pipeline-creation time.
The module builder now remembers the value of each 32-bit integer and boolean
constant it emits and folds pure instructions over them while it builds:
integer arithmetic, bit operations, shifts, bitfield extraction, the integer
and logical comparisons, the logical connectives, and a selection on a known
condition. Folding happens at emission, so a folded result feeds further
folding without a separate pass. Anything whose operands are not all known
constants is emitted exactly as before.
The buffer format decoder uses this directly: a specialized descriptor makes
the unified format a constant, so it decodes on the host instead of emitting
a module-level lookup table and an indexed read.
The test that covered that path asserted the table's presence and now asserts
its absence.
* [SpirvTranslator] Skip host-guaranteed bounds checks and unused LDS
Two sources of instructions the driver has to compile but can never need.
A read of a planned slot in the host-flattened resource table is always
inside the table the host binds, because the table holds every planned read
and written range. Those loads nevertheless carried a runtime array-length
compare and two selects each; a large pixel shader made about 376 of them.
A slot below the planned reserved word count now loads directly, and only a
slot computed at run time keeps the check.
ds_swizzle and ds_bpermute exchange data between lanes and GDS instructions
address the global data share, so none of them touches LDS. A graphics stage
that uses only those was still given the 8 KiB zero-initialized private LDS
array, which Metal pays for in compile time and in private memory per
invocation. The array is now declared only for instructions that really
address LDS.
* [Cpu] Answer pthread_self and pthread_getspecific in native stubs
The managed import gateway costs a guest-to-host stack switch, a full guest
register pack, a GCHandle dereference and the whole dispatch bookkeeping
before the HLE export even runs. For the two hottest trivial imports that is
three orders of magnitude more work than the answer itself: one UE5 title's
load measured 12.9M scePthreadGetspecific calls (38 s of wall time) and 4.3M
scePthreadSelf calls, at roughly 2.9 us each.
The few values those two imports need are now published into a per-host-thread
native block whose address lives in a native TLS slot, rebound whenever a
thread enters or is restored as a guest thread, and the two imports are
patched to emitted x86-64 stubs that read the block directly. pthread-specific
values live in native per-thread tables so a stub and the managed export read
exactly the same storage and cannot drift apart. The managed path stays the
source of truth for every case a stub declines -- no block published, no guest
thread bound, no value table, a key outside the table -- which it reaches by
jumping to the import's normal trampoline with every register intact,
including the incoming RAX variadic vector count.
The value-table slot follows whichever handle the current thread reports, the
bound guest thread or the host thread's own synthetic handle, so
pthread_getspecific is answered on unbound host threads as well; the primary
execution thread never enters through the guest-thread path and is a major
caller in UE5 titles. The self-handle slot stays guest-only, because
pthread_self on an unbound thread registers that thread's CPU context with the
guest scheduler and must keep reaching the managed export. Each stub also
bumps a per-thread hit counter, reported next to the existing HLE cost
histogram, so a call that misses the stub is visible rather than invisible.
The stubs are gated to macOS x64, where the emitted TLS read matches the
platform's pthread key array, and switched off whenever import or pthread
tracing needs every call to pass through the gateway.
* [CPU] Run libc memcpy/memmove as a native guest-side stub
Guest memcpy went through the managed gateway on every call: two write
tracking notifications, the memory reader lock and two region lookups, about
0.8 us per call under Rosetta even for a copy of a few bytes. Dreaming Sarah
makes roughly 45k of those calls a second.
Guest memory is identity-mapped, and every fault a copy can take -- write
tracking, lazy commit -- is resolved from the fault address alone, so the copy
can run as a forward rep movsb in a fast-path stub. A destination that sits
inside the source, where a forward copy would read bytes it has already
written, and the write-watch diagnostic both keep the managed export.
* [SpirvTranslator] Fill the FRONT_FACE and ANCILLARY pixel inputs
A pixel shader that enables FRONT_FACE or ANCILLARY reads those VGPRs, but the
translator only reserved their compact slots and left them reading zero.
Unreal Engine bakes its colour grading LUT one volume slice per instance and
has the pixel shader read the slice back out of ANCILLARY[28:16], the render
target array index. With that register zero every slice was baked from the
blue = 0 slice, so the tonemapped image lost its blue channel.
ANCILLARY is now the Layer built-in placed at bit 16, and FRONT_FACE the
FrontFacing built-in mapped to 1.0f for a front face and 0 for a back face,
which satisfies both the float greater-than and the integer not-equal tests
compilers emit for it.
* [SpirvTranslator] Fill the SAMPLE_COVERAGE and POS_FIXED_PT pixel inputs
The two remaining reserved pixel system inputs were also left reading zero.
SAMPLE_COVERAGE now reads the first element of the SampleMask built-in, and
POS_FIXED_PT packs the integer pixel position taken from FragCoord, x in bits
[15:0] and y in bits [31:16], so no enabled pixel system input is left unset.
* [CPU] Run the POSIX signal handler on the host stack for guest faults
Guest faults are delivered on the guest stack, and the managed handler ran
there. The runtime only knows the thread's own stack; Windows swaps the TEB
stack bounds while guest code runs, but POSIX has no equivalent. A garbage
collection during a guest fault then misread the thread's frames and
reported garbage object references, and the process failed with "attempted
to call a UnmanagedCallersOnly method from managed code". A small native
trampoline now moves to the host stack below the frames that entered guest
code before it calls the managed handler.
* [VideoOut] Give every swapchain image its own sRGB-encode intermediate
A float guest flip is blitted through an sRGB image before it is copied into
the UNORM swapchain image, and one such intermediate served every frame. Each
frame discards its contents by transitioning it Undefined -> TransferDst
before blitting, so with two frames in flight the next frame's blit raced the
previous frame's copy-out and the presented image came out fully zeroed. The
guest's own display buffers held the correct picture the whole time, so the
window simply went black for long stretches.
Each swapchain image now owns its own intermediate, created and destroyed with
the swapchain, so a frame can only ever discard the intermediate belonging to
the image it is about to present.
On Superliminal the same run went from 60 of 84 presented-swapchain readbacks
black to 10 of 187, all of them from before the menu appears, and the menu no
longer turns black after a couple of minutes.
* [VideoOut] Present a flip only after the tick that copied it
CaptureFlip recorded the display-surface copy into the guest batch, flushed
it, and then read the shared _submitTimeline field for the presentation's
RequiredTick. The presenter thread writes that same field from its own
submission, so the flip could be tagged with an older tick that was already
complete. The render loop then blitted the freshly created (never written)
flip snapshot, which presents as fully zeroed RGBA - a black frame with an
alpha of 0. Take the tick that this flush returned instead.
* [VideoOut] Pool the per-flip display-surface snapshot images
CaptureFlip created a 1920x1080 RGBA16F VkImage with its own VkDeviceMemory
for every flip and destroyed both when the flip retired: around twenty
vkCreateImage plus vkAllocateMemory pairs a second for the same extent, and on
MoltenVK as many Metal texture allocations.
Retired snapshots are now kept in a small per-format, per-extent pool and
handed back instead. A snapshot is fully overwritten by the copy that follows
it and its barrier takes it from Undefined, so neither its previous contents
nor its layout matter. The pool holds at most eight images, is guarded because
the command-stream thread takes snapshots while the render thread retires
them, and is drained at teardown. SHARPEMU_FLIP_SNAPSHOT_POOL=0 turns it off.
* [CPU] Bridge SIGFPE into the guest fault handler so #DE crashes are reported
The POSIX bridge installed handlers for SIGSEGV, SIGBUS, SIGILL, SIGTRAP and
SIGABRT, but not SIGFPE. A guest integer divide by zero therefore took the
runtime default and killed the process with no exception record and no guest
context, so the faulting instruction was invisible.
SIGFPE now routes to the same handler and is reported as an integer divide by
zero. Like SIGILL, it skips the image write tracker, which only ever resolves
data-access faults.
* [Cpu] Resolve GPU-tracked page faults before building the exception context
A CPU access to a page the GPU memory tracker protects faults on every first
touch after an upload or a GPU write, thousands of times a second in a frame.
The POSIX bridge converted each one into a full Win64 CONTEXT (general and
vector registers), then walked the interrupt, image-tracker, lazy-commit and
allocator-hole handlers before the tracker ever saw it.
The tracker needs only the fault address and the access kind, so it now runs
right after the image tracker, straight off the raw signal. An env var
restores the old handler order.
* [CPU] Serialize import stub and lazy TLS site patches
Patching a guest code site unprotects the page it lives on, writes, and
restores the old protection. Two threads patching sites that share a page
therefore race: one restores the page to read-execute while the other is
still writing into it, and the second write faults or is lost. Both happen in
practice -- a runtime module load sets up import stubs while guest threads are
running, and guest threads patch their own lazy TLS access sites as they first
reach them, several of which land on one page.
Every import stub patch and every lazy TLS site patch now runs under a single
gate, so the unprotect/write/restore sequence is never interleaved.
* [SpirvTranslator] Follow guest NaN and saturation rules for float ops
v_min_f32 and v_max_f32 return the other operand when one of them is NaN, and
v_cvt_u32_f32 and v_cvt_i32_f32 saturate an out-of-range value to the target
type's limit and turn NaN into zero. The GLSL FMin and FMax instructions and
SPIR-V's ConvertFToU and ConvertFToS all leave those cases undefined, so a
host driver is free to hand back the NaN or an arbitrary integer, and Metal's
fast math does return the NaN.
The minimum and maximum now select the other operand when either side is NaN,
and the two conversions clamp at the type's limits and return zero for NaN.
NaN is tested on the value's bits rather than with an ordered comparison, so
fast math cannot assume the test away.
Device tests cover this and the wave-wide maximum that Unreal's motion blur
computes with DPP row_shr, v_permlanex16_b32 and v_readlane_b32 across a
64-lane wave.
* [ShaderCompiler] Fix the SOPK immediate width and S_ADDK_I32's SCC
Two things were wrong in the SOPK forms, in both the SPIR-V and the MSL
backend.
S_CMPK_*_U32 compares against SIMM16 zero-extended; only the signed compares
sign-extend it. Both translators sign-extended it for every compare, so
"s_cmpk_le_u32 s4, 0xffff" was true for any value at all. NGG geometry
programs use exactly that test on the packed vertex and primitive count, so
they took their no-primitive path and exported a single null primitive, which
left Unreal's volume passes empty. The register S_CMPK names is also only
read, yet user-data liveness recorded it as a definition, so a compare on a
user-data register left that register unloaded; it now counts as a use, as
does the register of the SOPK accumulations.
S_ADDK_I32 is defined as D.i = D.i + signext(SIMM16) with SCC set on signed
overflow, the same SCC rule as S_ADD_I32, which both backends already
implement. Neither wrote SCC for the SOPK form, so a following
S_CBRANCH_SCC0/1 or S_CSELECT read whatever the previous instruction had left
there. S_MOVK_I32 and S_MULK_I32 correctly leave SCC alone.
* [ShaderCompiler] End the decode at S_CODE_END
S_CODE_END pads the space after a shader's last instruction. When the code
after the final S_ENDPGM ends in a backward branch, the linear decoder walks
straight into that padding and failed with an unknown SOPP opcode 0x1F, which
stopped the session.
The decoder now names 0x1F and ends the program there, unless a forward branch
still targets code beyond it -- in which case the padding really would be
inside the program and the decode still fails.
* [ShaderCompiler] Widen host-evaluable scalar operations for descriptors
A resource descriptor the host materializes is built by replaying the shader's
scalar operations on the host. The validator that decides whether a value can
be replayed listed only part of what the scalar evaluator implements, so a
descriptor computed through any of the others was rejected even though the
host can compute it exactly.
The list now covers every pure scalar function the evaluator supports: the
remaining integer maximum, absolute value and high multiplies, the signed and
unsigned comparisons, 64-bit equality, the bit-counting and bit-scanning
operations, the quad mask, the integer/float conversions, and the float
arithmetic and comparisons. Anything with side effects or a lane-varying
result is still rejected.
* [Gpu] Stop draining the GPU for predication that asked not to wait
PredicationZPassWaitOp is 0 for kWaitForQueryResults and 1 for
kDoNotPredicateIfQueryResultsNotReady, so the wait bit was being read
inverted. Every SET_PREDICATION packet that asked the command processor not to
stall drained the whole host queue instead, and the packets that did ask to
wait read the predication label without waiting for the results at all, so
they could act on a stale value.
The drain now happens only for kWaitForQueryResults, and only on the branch
that actually reads the label. A packet tagged
kDoNotPredicateIfQueryResultsNotReady leaves its work unpredicated, which is
what the hardware does while the results are still outstanding, and clearing
predication reads no memory at all so it never drains.
* [Agc] Queue the suspend point instead of draining the command stream
A suspend point inserts GPU commands that drain the graphics pipe. The call
that inserts it does not wait for those commands, and the hardware allows one
suspend point to be in flight, but the queue implemented it by blocking the
calling thread until every accepted submission had been processed.
The frame boundary is now a queued submission of its own, ordered behind the
graphics work it ends, and processing it flushes what the frame recorded. The
caller returns immediately for the first boundary and only waits when a second
one arrives while the first is still pending. Shutdown still drains, because no
slice will run a queued boundary once the queue stops accepting work, and a
cancelled queue drops pending boundaries along with the rest.
Measured on Octopath Traveler II: the call went from 223 ms to 72 ms, and the
guest render thread spent 38 s instead of 107 s of its 170 s inside it.
* [Cpu] Give guest execution threads a 64 MiB host stack for nested continuations
Every guest call that blocks in an HLE import resumes through a managed
continuation frame, so a guest thread that blocks deep inside its own call
tree nests host frames instead of unwinding them. Demon's Souls' render
thread overflowed the default thread stack within a minute of reaching its
main loop.
Guest execution threads now reserve 64 MiB. The reservation is virtual, so a
generous stack costs nothing until it is touched.
* [Gpu] Report pipeline creations that take longer than 250 ms
A host shader compiler can spend seconds inside vkCreateGraphicsPipelines or
vkCreateComputePipelines for one translated program, and the guest's command
stream cannot advance while it does. There was nothing in the log to say that
had happened, so the stall looked like the game hanging.
Pipeline creation is now timed, and any creation of 250 ms or more is reported
with the stage hashes, the SPIR-V byte count of each module that went into it,
and the running total spent creating pipelines, which is what identifies the
program to look at.
* [Gpu] Compile compute pipelines off the command-stream thread
A host shader compiler can spend tens of seconds on a single large translated
compute program, and the command stream could not advance while it did, because
the pipeline cache holds its lock across the creation call. Every other queue
that wanted any pipeline waited behind it too.
The pipeline host can now report that a compute pipeline is not ready yet. The
Vulkan presenter answers that way the first time it sees a program: it prepares
everything the command stream owns (descriptor set layout, pipeline layout,
shader module) up front and runs only vkCreateComputePipelines on a worker
thread, so the task touches nothing else. The number of compiles in flight is
bounded, since each one blocks its thread inside the host compiler and a frame
can touch many programs at once. Asking again returns the finished pipeline
without starting a second compile.
The dispatch waits for its pipeline rather than being dropped: a guest that
does not replay a one-shot dispatch deadlocks, because the dispatch can feed a
label a later packet waits on. Asking again from the executor keeps that wait
outside the pipeline cache's lock. Hosts that compile cheaply keep the blocking
behaviour through the interface default, and
SHARPEMU_ASYNC_COMPUTE_PIPELINES=0 compiles inline.
* [GpuMemory] Stop allocating on every tracked CPU write and shader identity hash
MarkCpuWrite runs on every guest CPU write into tracked memory — HLE register
patching, memcpy, index buffer setup. Its flush lambda and the region visitor
inside InvalidateRegion were both capturing closures, so every such write
allocated two closure objects and two delegates even when nothing needed
flushing at all.
InvalidateRegion now has a state-passing overload built on a ref-state
VisitRegions, and both call sites use static lambdas. The public
Action-based overload is kept for the callers that are not on a hot path.
ShaderIdentity.Compute is the other one: it allocated a fresh XxHash3 and a
byte[] per code range on every draw of a shader that carries no declared hash.
It now resets a per-thread hasher and reads each range into a pooled buffer.
* [Gpu] Allocate nothing per host DMA fill or copy
A DMA fill the buffer cache completes on the host allocated a 16 KiB array for
every call, even though almost all of them are label-sized, and a host copy
allocated a 64 KiB array per call. WriteHostMemory then scanned every
registered buffer for each write it made.
The fill builds its repeating chunk in a stack buffer sized to the fill, the
copy rents its staging buffer from the shared pool, and WriteHostMemory walks
only the registered buffers the write actually overlaps, which it can do
because the registry is ordered and disjoint.
* [Audio] Fix out-struct sizes and layouts in AudioOut, Ajm and AudioPropagation
sceAudioOutGetPortState wrote 16 bytes and put the volume in a single byte at
+7, which is inside rerouteCounter. SceAudioOutPortState is 0x20 bytes with
volume as an int16 at +4; the export now writes the whole struct with
volume = -1, which is what the library reports for anything but the pad
speaker. Its guest-stack bail is gone for the same reason it is going in
libSceAudioOut2: the call names one out pointer and its host address range is
not a signal.
ClearAjmBatchError zeroed 24 bytes, the naive sum of the field widths.
SceAjmBatchError is 0x20 bytes because its two pointers force 8-byte
alignment, so pJobOriginRa lands at +0x18 and kept stale guest bytes across
every batch start and wait.
sceAudioPropagationSystemQueryMemory wrote a {size, alignment} pair at +0x00
and +0x08, which is not what SceAudioPropagationSystemMemory holds there: that
is the struct descriptor the caller has already initialized. The two size
fields live at +0x18 (CPU) and +0x28 (GPU), and the descriptor is now left
alone.
* [SpirvTranslator] Emit forward, nested control flow as structured selections
Every program with more than one basic block ran as a loop around a switch on
the guest PC. That shape keeps every guest register live across iterations and
stops the host compiler from optimizing across blocks, so on Metal the register
files spill.
A program whose branches only skip forward over properly nested ranges -- an
s_cbranch_* skip, an if/else with an s_branch over the else range, a skip to
the end of the program -- is exactly a nest of SPIR-V selections, and is now
emitted as one. The structuring is attempted first without emitting: if any
branch goes backwards, leaves a range it entered, or targets an instruction
that is not a block boundary, nothing is emitted and the program keeps the PC
dispatcher, so no program loses a shape the dispatcher handled. Setting
SHARPEMU_STRUCTURED_CF=0 forces the dispatcher for every program.
Measured on two replayed programs, with identical output: an instanced vertex
shader 8.1 -> 4.8 ms and a per-pixel compute program 10.7 -> 6.6 ms.
* [Agc] Batch the interpolant mapping's guest reads and register writes
sceAgcCreateInterpolantMapping and its version 2 run once per draw. Each one
read every semantic word with its own guest read — the output semantic table
was re-read from the start for every pixel input — and then wrote the 32
SPI_PS_INPUT_CNTL (register, value) pairs as 64 separate four-byte guest
writes, each paying the full guest write path.
Both semantic tables are now read once, the register block is built on the
stack (the identity pairs first, then the computed values over them), and the
whole block goes out in a single guest write. The output table is rented from
the pool when it is larger than a kilobyte. The bit arithmetic is unchanged,
and a new test pins version 1's output to the values the per-word
implementation produced.
Measured on Dreaming Sarah in-game: 8.6 us to 1.7 us per call, which is 5.0 s
down to 1.0 s of the main thread over about two minutes.
* [AudioOut2] Take every out pointer and struct size from the ABI
Out-parameter handling in libSceAudioOut2 was inferred at runtime: a helper
picked whichever of two argument registers looked like a writable pointer, and
another decided from the host address range whether a pointer was a guest
stack slot. Neither is a signal. The ABI names exactly one out pointer per
argument slot, and guest stacks sit at 0x7FFF_xxxx_xxxx on Windows but
0x6FFF_xxxx_xxxx on macOS, so the heuristic silently changed behaviour per
host. Every export now reads its out pointer from the register the prototype
gives it: ContextQueryMemory from rsi, PortCreate from rdx, PortGetState from
rsi, GetSpeakerInfo and GetSystemState from rdi.
The written sizes are now the real sizeof() of each struct.
SceAudioOut2PortState is 0x40 bytes, not 0x20. SceAudioOut2SpeakerInfo is
0x50, not 0x20, and its contents were invented; it now reports a TV speaker
type with front-left and front-right and the two stereo speaker angles.
sceAudioOut2SpeakerArrayCreate follows its real signature (pHandle,
pVbapParams, pAmbiParams): the handle goes to rdi, the speaker count and the
caller's buffer and size come out of the param block, and the handle is that
buffer when the title supplied one. The previous reading wrote the handle over
the VBAP parameters' speaker-position pointer and left the caller's handle
uninitialized. sceAudioOut2GetSpeakerArrayCoefficients writes
uiNumCoefficients floats to rsi and the ambisonics form writes them to rdx;
both used to zero a fixed 0x400-byte slab, and the ambisonics form could pick
its own count register as the destination address.
Errors are returned in the libSceAudioOut2 error space (0x80268xxx) rather
than as generic codes a title never compares against, and
sceAudioOut2UserGetSupportedAttributes is added.
sceAudioOut2ContextQueryMemory and sceAudioOut2ContextGetQueueLevel are left
exactly as they are, so that the two changes already in flight for them do not
collide with this one; the two address-range predicates survive for those two
callers alone.
* [Kernel] Memoize guest path resolution against the mount configuration
Resolving a guest path to a host path is pure text work plus a reparse-point
check per path component, but a resource streamer calls
sceKernelAprResolveFilepathsToIdsAndFileSizes with the same paths hundreds of
thousands of times over a load, so the work dominates.
Successful resolutions are now memoized. The only inputs that can change an
already-computed answer are the mount table and the host mount roots, so each
entry records the root configuration it was computed under and is ignored if
that has changed, and registering or removing a guest mount clears the cache
outright. A denial is not memoized: it is a containment decision about the
host filesystem's current shape, so it stays live. The cache is bounded, and
its size is tracked in a plain counter because ConcurrentDictionary.Count
takes every bucket lock, which on a path a dozen guest threads resolve at
once costs more than the resolution it guards.
* [Gpu] Route packed pixel color exports to the slots CB_SHADER_MASK enables
Shader compilers drop the MRTs a pixel program does not write, and the
hardware then delivers the Nth color export to the Nth target that
CB_SHADER_MASK enables — the export number and the target slot are not the
same thing. Unreal's base pass is the clear case: it exports MRT0 and MRT1 but
means targets 0 and 4 (SPI_SHADER_COL_FORMAT=0x54, CB_SHADER_MASK=0x000F000F).
Mapping each export to the target of the same number therefore wrote the
fourth G-buffer's data into the first, which showed up as a scene rendered in
world normals. Exports are now paired with the enabled slots in order, the
compiled pixel program keys its outputs by the export that feeds the slot
rather than by the slot, and a bound slot that no export reaches gets a zero
color write mask so it keeps its contents. When the two registers do not pair
up — different counts, or no formats at all — each export keeps going to the
slot of the same number, as before.
* [GPU] Clamp a volume render-target view to the volume depth
Unreal binds a whole volume as a render target with the last slice set to
its depth, one past the end, and the resolver stopped the session on it.
The color block writes only the slices the volume has, so the view is now
clamped to them. A view that starts past the last slice is still fatal.
* [Kernel] Remember APR paths absent from the read-only game image
Looking up a resolved path's size stats the host filesystem, and a path that
is not there costs two stats (a file probe and a directory probe) every single
time it is asked for. A resource streamer asks for far more paths than the
image contains, so misses are the common case and they are repeated.
/app0 is the read-only game image: a path that is not in it now will not
appear later. Absent paths under that root are therefore remembered, which
turns the repeated pair of host stats on what is often a slow external volume
into a dictionary probe. Paths outside /app0 can be created at run time and
are not remembered.
* [Kernel] Verify mount containment per component, not by listing directories
Containment verification stats each component of a resolved path once to reject
reparse points. It was changed to verify a whole parent directory in one
listing instead, on the theory that one listing is cheaper than N stats.
It is not, for a game image: .NET fills the attributes of every entry it
enumerates, so listing a directory stats all of it. A title whose asset
directories hold thousands of entries paid for every file it never opens --
directories of up to 7,390 entries, about 9 s of a load spent in those stats.
Each component is verified with its own stat again, and the per-component
memo that made the listing look attractive stays, so a component is still
verified only once.
* [Ngs2] Implement sceNgs2ParseWaveformData/File/User
The three waveform-parse entry points returned NOT_FOUND, and Void Terrarium
calls ParseWaveformData on its audio thread for every sound it loads.
They now parse the container and publish the description SceNgs2WaveformInfo
lays out (0xE8 bytes, with the block table at 0x48). A RIFF/WAVE fmt chunk
resolves to PCM by bit depth, to IEEE float, through the SubFormat GUID for
WAVE_FORMAT_EXTENSIBLE, or to ATRAC9, whose configuration is decoded so that
the audio unit size, samples per unit, units per frame and delay samples
describe the real frame and superframe. A smpl chunk supplies the loop points
and a fact chunk the decoded sample count. The "VAGp" container maps onto the
VAG waveform type at 28 samples per 16-byte HE-VAG unit.
ParseWaveformFile resolves the guest path and reads the header at the given
offset. ParseWaveformUser would have to drive a guest read callback, so it
reports INVALID_WAVEFORM_DATA rather than fabricating a description.
* [NpWebApi2] Add sceNpWebApi2CheckTimeout
Poppy Playtime calls it every frame, about 6k times a session, and each
call went through the unresolved-import path. No web API request is ever
in flight, so there is nothing to expire and it returns success.
* [Ime] Fill in sceImeKeyboardGetInfo and sceImeKeyboardGetResourceId
sceImeKeyboardGetInfo zeroed 0x88 bytes at its out pointer and returned
success. SceImeKeyboardInfo is 0x24 bytes -- six 4-byte members plus
int8_t reserved[12] -- so the call scribbled 0x64 bytes past the caller's
struct, and a title that reads the device type or the status got a zero for
both, which is not a state the library ever reports.
The export now writes exactly sizeof(SceImeKeyboardInfo) and reports an OSK
device in the DISCONNECTED state, which is what the host can honestly claim
since no physical keyboard is bridged. sceImeKeyboardGetResourceId returned
success without touching the caller's array, leaving the storage that
sceImeKeyboardGetInfo is called with uninitialized; it now publishes the
caller's user id with an empty id array. Both use the real error values.
Also adds a test for the existing scePadResetOrientation, which is a
handle-only call with no out parameter, so a bad handle is its only failure.
* [Gpu] Run an attachment-less draw whose vertex stage stores to memory
A draw with no color target, no depth target and no pixel stage was treated as
having no observable effect and dropped. That is wrong when the vertex or
emulated geometry stage stores to a buffer or a storage image: a GPU-culling or
stream-out pass whose only output is the buffer a later indirect draw reads
looks exactly like that, and dropping it leaves the indirect draw reading
stale data.
Such a draw now runs for its stores alone. The check only resolves the shader
programs when there is an export address to resolve, so a genuinely empty draw
still costs nothing.
* [AudioOut2] Write a single size_t from sceAudioOut2ContextQueryMemory
The export returns the context memory size through one size_t. For heap
output it also wrote a second qword (an alignment) after it, and titles keep
other locals there: Octopath Traveler II's allocator reads the dword at +12 of
that block as a divisor, so it faulted with #DE during boot. Write only the
size, wherever the output lives.
* [CPU] Reuse import trampolines and leave patched stubs alone on module reloads
Every runtime module load sets up the import stubs of all loaded modules
again, and each setup built a fresh trampoline and rewrote the stub's 16 bytes
-- under guest threads that may be executing exactly those bytes.
A trampoline only encodes its import index, so the trampolines are now cached
by index and reused, and a stub that already jumps to the trampoline it would
be given is left untouched, with no unprotect/write/restore cycle at all. A
reload of a module whose stubs are already patched therefore writes no guest
code.
The trampoline ABI test builds its backend with GetUninitializedObject, which
skips field initializers, so it has to supply the new cache; both fields now
go through one helper that names a field it cannot find.
* [Cpu] Read import stack arguments from the thread's own stack without a region query
Every import copies six stack argument slots (twice, with the per-thread
diagnostics). The per-thread readable-range cache is keyed by the host mapping
generation, which every tracker protection change bumps, so on macOS nearly
each slot fell through to a locked host region query: about half of the busy
managed samples at Octopath Traveler II's title were in that query or waiting
for its lock. Addresses inside the calling guest thread's stack, which the
backend maps read-write for the thread's lifetime, are now read directly.
* [HLE] Do not log expected wait timeouts, mutex relocks and closed pad reads
The import gateway logs an error result unless the NID is on a list of calls
whose failure is a normal outcome. Four common ones were missing:
scePthreadCondTimedwait and sceKernelWaitEventFlag time out exactly as the
caller asked, scePthreadMutexLock reports EDEADLK to the owner of an
error-checking mutex (titles use that to build their own recursive locks), and
scePadReadState reports a handle that is not open because titles poll every pad
slot.
Poppy Playtime logs roughly 260k of these lines per session, which buries the
failures that do matter.
* [Kernel] Run one mapping transaction per sceKernelBatchMap
A mapping change has to be handed off to the GPU worker before any lock the
image and buffer reads need, and the handoff waits for the GPU to drain.
sceKernelBatchMap walked its entries calling the same per-mapping entry points
the single-mapping exports use, so every entry in the batch took its own
handoff and its own drain.
The batch now opens one transaction and runs all of its entries inside it. A
thread-local flag marks that a transaction is already open so a nested entry
point runs directly instead of handing off again, and the flag is cleared in a
finally so an entry that throws cannot leave it set.
* [Loader] Rewrite SHA instructions in spans that touch no guest memory
The red-zone patcher computes a shifted core for every span: the run of
faultable guest memory accesses that executes with RSP moved below the
red zone. A span over register-only instructions has no such access, so
the core could not be computed and the span was refused as too short.
SHA rewrite sites are exactly that shape (sha256msg1/msg2/rnds2 on
registers), so no SHA instruction was rewritten any more: on hosts
without the SHA extensions every one trapped and was emulated one at a
time. Poppy Playtime logged sha_rewrites=0 with 144 too-short refusals,
hit hundreds of thousands of illegal-instruction traps and stopped making
progress within a minute.
A span with no guest memory access has nothing that must run outside the
shift, and the span builder has already refused any instruction that
touches RSP, so the whole span is the core.
* [Cpu] Keep fiber switches from writing stack bounds into the macOS TSD
The guest context-transfer stub that fiber switches go through keeps the
Windows TEB stack bounds in sync by storing the target stack top and
bottom to gs:[8] and gs:[16]. Unlike the guest-entry and exception stubs,
it did so on every host. On macOS gs addresses the pthread TSD, where
those slots hold errno's address and another key: a fiber switch wrote
its stack bounds over them, and the next failed libc call on the thread
(a timed-out condition wait) crashed reading errno through the pointer.
Demon's Souls died this way within 10-50 s of boot; a hardware
watchpoint on the thread's errno slot stopped in this stub.
The fiber bounds sync now lives next to the other TEB-bound helpers and,
like them, emits nothing off Windows.
* [Kernel] Take APR file sizes from the mount check's stat instead of listing directories
Resolving an APR path already stats every component to rule out links out of the mount.
The same stat now records the file's size, so size lookup no longer lists the file's whole
directory. Listing stats every entry: Demon's Souls keeps up to 7,390 files per asset
directory on a slow disk, and each first lookup in one paid for all of them.
FileInfo reports a missing component as -1 instead of throwing; it still ends the check.
* [Kernel] Place mappings in untouched address space without waiting for the GPU worker
Every mapping change queued behind the GPU worker so it could not race a pending GPU read.
During loading that worker is busy translating shaders, and Demon's Souls' reservations and
batch maps waited seconds for a queue slot (23.6 s over 132 calls, up to 7.1 s each) while
the change itself took about a millisecond.
A change that only places memory where the GPU was never given anything - a kernel-chosen
address, or a fixed range that is empty or reserved and overlaps no registered span - cannot
race a GPU read and has nothing to unregister, so it now runs on the calling thread. Those
paths also skip the unregister request for free and reserved ranges, which are never
registered; waiting on the worker while holding the mapping lock that GPU reads take would
deadlock, so reaching a registered span there throws instead.
* [HLE] Resolve single-view backing reads and writes without the views lock
Every HLE access to aliased guest memory took one lock shared by all guest threads, and
Demon's Souls' job threads queued on it for 8-byte mutex reads. Readers now binary-search a
copy of the view list; mutations drop the copy under the lock and the next reader rebuilds
it. A reader that races a mutation uses the list from before it, as if it ran first.
* [ShaderCompiler] Find each instruction's block by search and reuse register files
Several passes found a block's instructions by scanning the whole program once per block,
and the value graph did it again on every block visit. Blocks are sorted and contiguous, so
IrControlFlowGraph.BlockOf finds an instruction's block by binary search and each pass
groups the program once.
The value graph also allocated two 256-entry register files per block visit. Large Demon's
Souls compute shaders visit thousands of blocks, and the collections that caused stopped the
renderer for about 2.6 s of its first-frame shader work. Replaced entry and exit states are
now reused; a reused state is reset exactly as the constructor would, at the same point, so
the undefined values it starts with and the instructions they are charged to are unchanged.
The resource graphs and SPIR-V of the game's first 134 programs are identical.
* [Cpu] Deliver guest access faults on macOS as signals, not runtime Mach exceptions
The runtime receives EXC_BAD_ACCESS for its threads through a Mach exception port before
the kernel raises SIGSEGV or SIGBUS. It treats a fault in the page holding RSP, or the page
below, as a stack overflow and aborts - assuming RSP is on a stack it owns. Guest code runs on
guest stacks whose pages fault whenever GPU or image write tracking protects them, so Demon's
Souls died with a bare "Stack overflow." about every other minute of play.
Threads now clear that port the first time they enter guest code. Their access faults reach
the signal handler, which resolves guest faults and chains the rest to the runtime's own
signal handlers, as on Linux. Each tracking fault also skips the Mach round trip, which
roughly doubled Demon's Souls' frame rate (about 2 to 4-5 fps).
* [ShaderCompiler] Solve user-data liveness on bit sets and hash graph nodes by id
The liveness fixpoint that picks a program's user-data registers walked 256 booleans per
block per pass; it now works on four 64-bit words per block with the same equations.
ScalarValue keys many graph dictionaries. It keeps reference equality but hashes its unique
id, which skips the runtime's identity-hash path.
* [SpirvTranslator] Mask a wave32 saveexec result at 64 bits
The low-half mask for s_*_saveexec_b64 on a 32-lane wave used the 32-bit AND helper on the
64-bit exec value, emitting OpBitwiseAnd %uint with a %ulong operand. spirv-val rejects the
module and the driver's behaviour for it is undefined; Octopath has four such programs.
* [SpirvTranslator] Structure loops, early exits and single-block programs
Only forward, nested branches were emitted as structured control flow; every program with a
loop, and every single-block program, went through the loop around a switch on the guest PC,
which keeps all registers live and stops the host compiler from optimizing across blocks.
A block that a later block branches back to - on a wave-uniform condition or with s_branch -
now opens a SPIR-V loop whose body is structured like any range, whose continue evaluates
that branch's condition, and whose iterations share the dispatcher's step guard so a guest
loop that never ends still cannot wedge the GPU queue. A conditional branch from the body to
the block after the latch is a break out of the innermost loop. Any other backward edge, or a
break past an outer loop, keeps the dispatcher as before.
Across eight games, programs left on the dispatcher went from 760 to 104 (Poppy, Silent Hill,
Oregon Trail and Dreaming Sarah to none); every emitted module passes spirv-val and the
frames match. Octopath's 12.5M-invocation instanced draw went from 12.2 to 10.8 ms.
* [Gpu] Age cached images by frame, not by guest submission
The image collector runs after every completed guest submission as well as at each flip, and
every run advanced the age it compares against. A title submits dozens of command buffers per
frame, so "unused for 16 ticks" meant a fraction of a frame: every texture sampled once a frame
was deleted and recreated, and Superliminal uploaded 3,591 textures (2.2 GB) every 5 seconds.
Deleting a GPU-written image the cache cannot read back also dropped its contents.
Only a flip now advances the age. Collection after a submission still runs, so memory pressure is
relieved during long stretches without a flip. Superliminal's per-frame uploads went from ~55 to
none, and its intro scene from 12 to 45 fps.
* [Gpu] Submit on a release-memory label write only when it raises an interrupt
A RELEASE_MEM that writes a 32-bit label submitted the open batch at once. Without an interrupt
nothing inside the slice waits for the label, and every slice that makes progress already ends
with a submit - including one that stops at a WAIT_REG_MEM on that label - so the label is
written when that batch completes either way.
The per-label submits split Superliminal's frames into ~35 extra command buffers; each ended the
render pass, which stores and reloads every attachment on a tile-based GPU. The title menu went
from 15.6 to 21 fps and Octopath from 13-21 to 18-29 fps, with no hang over 150 s runs.
* [VideoOut] Reinterpret the sRGB-encoded frame on a presenter image, not the swapchain
A floating-point display buffer is sRGB-encoded by blitting it into an sRGB image and then
copied byte-for-byte into the UNORM swapchain image. MoltenVK does that copy through a
reinterpreting texture view it caches on the destination; on a presentable image the drawable
behind it changes every frame, and destroying the swapchain then walked those views through a
freed device. Superliminal, whose display buffers are RGBA16F, crashed at every exit (SIGSEGV
in MVKImagePlane::releaseMTLTexture from vkDestroySwapchainKHR) and each crash kept two crash
reporter processes busy for minutes.
The encoded bytes are now copied into a presenter-owned image in the swapchain's format first,
so the swapchain image only ever receives a same-format copy. Frames are unchanged; the exit is
clean.
* [Cpu] Stop guest threads at their next import once the host shuts down
Host shutdown only kept guest threads from starting another slice; a thread already inside
guest code kept calling HLE while the services behind it were torn down. Superliminal's job
threads then got a null command buffer from the GPU library, wrote through it, and the process
died with SIGSEGV on its way out.
After shutdown is requested an import now returns to the host entry stub instead of running,
ending that thread's slice; the scheduler already refuses to enter guest code again.
(cherry picked from commit 9e0e8ec0aa8b0bfaa030e5e97d51dbc0223f93e1)
* [Gpu] Declare every parameter the pixel program reads in the paired vertex program
A vertex program declares outputs for the parameters it exports plus as many locations as the
pixel program has inputs. SPI_PS_INPUT_CNTL can map a pixel input to any parameter number,
though, so a pixel program with two inputs may read parameters 4 and 5. Metal requires every
fragment input to be written by the vertex stage, so the pipeline failed to link ("fragment
inputs user(locn4), user(locn5) ... not written by vertex shader"), the command stream slice
failed and Silent Hill stopped rendering at a scene change.
The required output count now covers the highest location the pixel program reads, resolved
through the same input mapping its translator uses; missing exports are zero-filled as before.
The pipeline creation error also names the vertex and pixel programs.
(cherry picked from commit 80ec9fb53cfae922e458e2dd43d4b1010dbd2701)
* [Kernel] sceKernelAprGetFileSize writes the resolved file size
The export was a success stub that never wrote its out parameter, so callers
sized buffers from uninitialized memory. The signature is (id, uint64_t* size);
it now answers from the APR file registry like sceKernelAprGetFileStat.
* [Cpu] sceKernelWaitSema is an import-loop guard boundary
A thread that blocks on a semaphore between iterations is waiting, like the
condition-variable waits already on the list. A job-wait loop that runs queued
work between timed semaphore waits was otherwise taken for a hang once loading
outlasted the guard window.
* [Fiber] Avoid formatting unused names and disabled traces
* [Shader] Build materialization cache ranges without temporary copies
* [ShaderCompiler] Intern scalar graphs without string keys or hit allocations
* [Media] Vectorize movie YUV conversion without changing pixels
* [Shader] Reuse scratch storage for resource read recording
* [Tests] Initialize presenter state for GPU binding validation
* [Vulkan] Keep temporary descriptor writes off the managed heap
* [GPU] Reuse bounded descriptor preparation scratch arrays
* [ShaderCompiler] Persist versioned scalar analysis across launches
* [GPU] Remove duplicated image layouts from texture bindings
* [ShaderCompiler] Bind cached graph payloads to their input keys
* [Vulkan] Load content-addressed driver cache shards on demand
* [Tests] Keep presenter allocation fixture independent of diagnostics
* [Vulkan] Forget driver cache identities of destroyed shader modules
The remaining change of the updated #1006 head (e6659681) that the integration branch did not carry.
* [Vk] Measure GPU busy time from per-submission timestamps
Per-draw timestamps are written only with SHARPEMU_PROFILE_GPU_DRAWS=1; by
default each submission gets two timestamps and the overlapping intervals
are merged into a [PERF][GPU_BUSY] line with the busy share and the longest
submission.
* [HLE] Reserve a host core for the render thread
On Windows hosts with 8 to 64 logical processors the render thread gets the
last physical core of the fastest efficiency class at the highest priority,
and guest threads are kept off that core so spinning job workers cannot take
the renderer's SMT sibling. SHARPEMU_RENDER_CORE=0 turns it off.
* [Vk] Spin briefly before blocking on a GPU wait
A GPU wait polls the timeline for SHARPEMU_GPU_WAIT_SPIN_US microseconds
(150 by default) before it sleeps, which saves the wake-up latency when the
work completes soon.
* [GpuMemory] Answer CPU-dirty range queries without the tracker lock
MayHaveCpuDirtyPages reads the per-block summary and the region masks without
taking the region lock; a true answer still goes through the locked path.
Regions also bump a CPU-dirty epoch whenever a page becomes CPU-dirty.
* [Gpu] Skip the device-address sweep while no page became CPU-dirty
PrepareBda remembers the CPU-dirty epoch and the mapping it swept last and
skips the full sweep of mapped memory until either changes.
* [GpuMemory] Scan possibly CPU-dirty blocks 64 at a time
ForEachPossiblyCpuDirtyRange combined a region lookup and a summary read for
every 4 MiB block of mapped memory on each device-address sweep. A bitset of
blocks that have a region and the dirty summary words are now scanned a word
at a time, with the same runs as before.
* [Gpu] Skip syncing a written buffer range that is already GPU-owned
SynchronizeBuffer returns early when a written range lies entirely in the
GPU-modified ranges, uses the lock-free CPU-dirty query for reads, and the
render profile splits buffer sync time into written, texel and upload parts.
* [Gpu] Version the GPU-modified buffer ranges
A written range bumps GpuModifiedVersion only when it adds bytes to the
GPU-modified set, so readers can cache a clean verdict for a page until the
GPU writes something new.
* [Gpu] Track the extent of DCC metadata and answer overlap queries
A color target records the size of its DCC metadata, and the image cache can
tell whether a guest range overlaps registered DCC metadata.
* [Diagnostics] Trace the GPU writers of DCC metadata and of a chosen address
SHARPEMU_TRACE_DCC_WRITERS=1 writes the shader program and a call stack for
GPU buffer writes that overlap DCC metadata; SHARPEMU_TRACE_WRITER_ADDRESS
does the same for writes that cover one guest address.
* [Gpu] Fill DCC metadata on the GPU and in guest memory at once
A fill that targets DCC metadata which no GPU write owns is recorded as a GPU
fill and also written to the guest backing directly, so the range never
becomes GPU-dirty and later CPU reads need no readback. Ranges the GPU still
owns or that overlap an image keep the plain buffer fill.
* [Gpu] Turn AGC fill compute shaders into buffer fills
BoundedFillDetector recognizes the AGC range-fill and pattern-fill compute
programs, including thread-dimension dispatches, and a dispatch of one that
targets DCC metadata becomes a DCC fill instead of a compute dispatch.
Refused conversions are reported by the DCC writer trace.
* [HLE] Resolve backing aliases for readers that hold an access window
SharedBackingViews publishes its view snapshot as an alias identity, and a
reader can enter an alias access window once and resolve guest pages to their
backing alias without the views lock until the snapshot changes.
* [Diagnostics] Trace shader resource reads that wait for GPU-written memory
SHARPEMU_TRACE_GPU_READS=1 writes the shader, stage, address and table phase
of a resource read that has to synchronize GPU-written memory, once per shader
and page.
* [ShaderCompiler] Keep recent materialization variants per draw key
A cache key now holds up to four materializations in most-recently-used order,
so alternating descriptor contents reuse their earlier result instead of
re-materializing. The cache report counts stale and unreadable entries and
table refreshes, and ReadingTable tells a reader when the flattened table is
being evaluated.
* [VideoOut] Read resource words through cached clean pages and the backing alias
TryReadGuestWord and TryReadResidentGuestBytes remember the last 64 pages
found free of GPU-dirty bytes, keyed by the GPU-modified version, and read
them through the backing alias inside the alias access window that each
command stream slice now holds. GPU-dirty checks are byte-precise, and a
resident read refuses unreadable ranges before it asks the page tracker.
* [Gpu] Read GPU-written guest memory back asynchronously and ahead of time
VulkanAsyncReadback keeps eight slots: slot zero serves synchronous reads and
the others carry asynchronous downloads. A guest thread that reads GPU-written
memory lets the render thread start the copy and waits for it on its own
thread, then the render thread applies it if the range is unchanged; a
foreign read keeps the source buffer alive until it completes.
Windows the render thread had to read synchronously become hot. When a batch
writes into a hot window, the window is downloaded right after the batch is
submitted, and the next read uses that copy if it is still current. A pending
write to a hot window ends the open batch early. SHARPEMU_ASYNC_GUEST_READBACK=0
keeps the synchronous path; [PERF][ASYNC_READBACK] reports the counts.
* [ShaderCompiler] Prefetch contiguous resource words in one resident read
Resource materialization read every descriptor and flattened-table word
through its own guarded TryReadGuestWord call, about 2.6 million per five
seconds in Demon's Souls. The raw reads of each plan are grouped once; at run
time their addresses are resolved, sorted and read as contiguous runs through
the resident guest reader, and the values seed the evaluator cache. A run the
GPU may still own, or one out of bounds or through a null base, falls back to
the word reads. The cache recorder records the prefetched words, and
SHARPEMU_RESOURCE_PREFETCH=0 turns the prefetch off.
* [Gpu] Reuse image lookups that found the same backing
FindImage remembers, in a 256-slot table, each request that resolved to an
image with the same backing, keyed by the request bytes and a generation
that every index registration or removal advances. A repeated request
touches the image and returns the remembered result without walking the page
owner index. SHARPEMU_IMAGE_LOOKUP_MEMO=0 turns it off; [PERF][IMAGE_LOOKUP]
reports hits and misses.
* [ShaderCompiler] Look up fused programs without the registry lock
Every shader header lookup and decode asked the fused-program registry under
its lock. The registry now publishes an immutable dictionary that readers
take with a volatile read, and a registration copies it under the lock.
* [ShaderCompiler] Decode fused programs whose halves are far apart
The fused decoder joined the continuation at its address distance from the
entry and refused halves more than 4 GiB apart or in the wrong order, which
Poppy Playtime now hits for a vertex shader (invalid-fused-layout). Such a
continuation is placed right after the entry instead, and each of its
instructions keeps its real offset from the program address in AddressOffset;
S_GETPC_B64 in the scalar graph, the SPIR-V and the MSL translators uses that
offset, and the persisted scalar analysis key includes it.
* [Gpu] Collect an image only once it is old enough in frames
Since images age by frame, clamping the age to the current frame made every
image of the first frame collectable during the first 16 frames, and a
submission that ended no frame could delete a texture the frame still used.
Without memory pressure nothing is collected until the full age has passed;
under pressure the clamp still lets collection relieve memory early.
* [Tests] Cover the deferred global barrier of an attachment-only scope
A global barrier still ends a scope whose draws store to memory. In a scope
whose draws only write attachments it waits for the scope to end, and a later
memory-writing draw ends the scope and records it.
* [Agc] Make the number of suspend points in flight configurable
CommandStreamQueue takes the number of frame boundaries that may wait behind
the graphics commands. The default stays one, so the guest CPU can run one
frame ahead, and SHARPEMU_SUSPEND_POINTS_IN_FLIGHT=0 makes a suspend point
wait until its own boundary is processed, for diagnosis. Tests cover both
modes, including a label that the CPU rewrites after the suspend point.
* [Gpu] Throttle the device-address fault and 3D slice range logs
Little Nightmares wrote 195 thousand "Accessed non-GPU cached memory" lines in
one session and Silent Hill 6800 slice range lines. Both now print the first
occurrences and then only at power-of-two counts, with the count.
* [Docs] Document the new environment variables
Adds SHARPEMU_ASYNC_GUEST_READBACK, SHARPEMU_GPU_WAIT_SPIN_US,
SHARPEMU_IMAGE_LOOKUP_MEMO, SHARPEMU_RESOURCE_PREFETCH,
SHARPEMU_SUSPEND_POINTS_IN_FLIGHT, SHARPEMU_RENDER_CORE,
SHARPEMU_TRACE_DCC_WRITERS, SHARPEMU_TRACE_GPU_READS,
SHARPEMU_TRACE_WRITER_ADDRESS and SHARPEMU_PROFILE_GPU_DRAWS, and corrects the
group counts to the rows the tables hold.
* [GpuCommands] Write the 64-bit label of a compute-done release with an interrupt
RELEASE_MEM with event 0x2F and a 64-bit data selection was accepted only
without an interrupt. It is now handled like the other end-of-pipe events:
the label is written and the interrupt is raised after it.
* [GpuCommands] Let a wait see its own queue's preceding label store
A memory wait that directly follows a 4- or 8-byte store of its queue to the
same address, with only waits or inert NOPs and markers between them, compares
against the stored value when guest memory no longer holds it. Dead Cells
writes a label and waits for it while the CPU already rewrites it for the next
frame. The forwarded value lives only within one slice, and any draw, dispatch
or transfer in between drops it.
* [ShaderCompiler] Key fused programs by the underlying guest memory
Each native guest thread wraps the guest memory in its own tracking wrapper,
so a fused program registered while one thread created the shader was not
found by the render context. The registry now unwraps ICpuMemoryWrapper
before it looks up the per-memory table.
* [Agc] Implement the legacy sceAgcFuseShaderHalves export
The older NID (nApJjpKNBl4) shares the fusing path but keeps the front half's
user data pointer, takes the larger value of the resource allocation fields
of both halves, takes the user SGPR count and the ES component flag from the
front half, and copies the checksum register of the matching stage.
* [ShaderCompiler] Decode S_CMOV_B64 as a conditional select
S_CMOV_B64 is decoded as S_CSELECT_B64 with the old destination pair as the
false source, so it reuses the SCC, register-pair and EXEC handling of the
translators and of the scalar value graph.
* [Gpu] Merge the stencil replacement references of a face
Vulkan has one stencil reference per face for the comparison and every
replace operation. Replacements with the test value and with the operation
value are now merged into that reference over the written bits, and refused
only when they conflict on bits the comparison also reads. A replacement
with an operation value of zero over the written bits becomes a zero
operation, which ASTRO's PLAYROOM uses to clear one stencil bit.
* [Json] Add the sce::Json::Value copy constructor and keep shadow values on copies
The copy constructor (fSb2oQTNrgA) shares the assignment path. Assignment
and reads now carry the value a constructor or setter recorded in the object
heap, so a copy keeps it after the source is destroyed.
* [Font] Implement sceFontTextSourceInit
Fills the 0x60-byte text source with the text range, the cursor, the parser
callback and its object, and the text size, and leaves the memory after it
untouched.
* [AudioIn] Answer sceAudioInGetSilentState without an input backend
No AudioIn port can be opened until an input backend exists, so the export
returns an AudioIn error code (0x80260101) instead of being an unresolved
import.
* [PhtreadSpecificSemanticsTests] Fixes for computed shaders
* [ShaderCompiler] Return the entry header address of a registered fused program
An overload of TryGetFusedProgramParts also gives the entry header, so a
caller can register the same fused program on another memory.
* [Vulkan] Keep saving a pipeline cache that outgrows its limit
A driver cache over 256 MiB was refused on every save, so it was never
written again and every launch compiled the same pipelines. Such a cache
is now written as an empty file once, and the next launch starts a fresh
one. A save is skipped when the driver reports the size that was loaded
or last saved, and a failed or deferred save waits for the next interval
instead of running again on every new pipeline.
* [Vulkan] Write only the cache shards that gained pipelines
A shard remembers the driver size it was loaded or saved with and is not
written again while that size holds. Shard saves are logged as one
summary line, and a shard load only when it is slow.
* [Vulkan] Remove the single-file cache once the shard mode takes over
The shard mode never reads the single cache file of the default path, so
it is deleted instead of staying on disk.
* [Gpu] Record compiled compute programs in a shader prewarm list
When the pipeline host gives a list, each compute permutation the game
compiles is appended at once to shader-prewarm.bin: the guest code the
decoder read (once per program), the fused parts, the compute input, the
system registers, the resource specialization and the push data start.
Records carry a checksum, so a cut tail is dropped at the next open.
TryCompilePrewarm rebuilds the compile request from a record through the
same layout and request code as the runtime, so it produces the same
SPIR-V.
* [Vulkan] Prewarm the recorded compute pipelines after a translator or driver change
A first run after a translator change compiled every compute pipeline
one at a time while the render thread waited (Demon's Souls: 282
pipelines, 144 s). When the translator assemblies or the driver differ
from shader-prewarm.stamp, background threads at below-normal priority
translate the listed programs again and create their pipelines, so the
driver has them before the game asks. With the same build and driver the
launch does no prewarm work. The log reports the prewarm result and how
many runtime compute modules it produced.
* [Vulkan] Keep the pipeline cache in memory on Windows
The GPU driver keeps its own shader cache on disk, and the shader prewarm
list rebuilds it after an update, so Windows no longer writes the driver
cache file by default. SHARPEMU_VK_PIPELINE_CACHE=file keeps one; Linux
keeps the file and macOS keeps its shards.
* [Docs] Document the pipeline cache modes and the shader prewarm list
Adds SHARPEMU_SHADER_PREWARM, SHARPEMU_VK_PIPELINE_CACHE_SHARDS and
SHARPEMU_VK_PIPELINE_CACHE_LEGACY_SHARDS, and describes the new cache
file default.
---------
Co-authored-by: kuba <xnetcat.dev@gmail.com>
* [Gpu] Astro Bot performance: 14 -> ~60 fps at the title scene
- Defer RELEASE_MEM command-buffer flushes instead of submitting per packet
- Resolve indexed indirect draws and dispatches on the GPU
- Async buffer readbacks on a dedicated transfer/compute queue
- Pool image backings, flip snapshots and tiler resources
- One-frame command-stream run-ahead
- Lock-free backed-range and image page-owner checks on CPU writes
- Scalar value cache with generation-stamped reset; memoized invariant phis
- Shader compiler: structured forward-only CFGs with function-scope
registers, EXEC-full guard elision, bounded V_MOVREL offsets
- Trivial-leaf import dispatch and strchr/strrchr fast paths
- SHARPEMU_GUEST_REFRESH_RATE option
* [Tests] Fix full-suite flaky tests
- Red-zone patcher: when every fixed trampoline candidate is taken, look
for any free host range within relative-jump reach
(PhysicalVirtualMemory.EnumerateFreeHostRanges); the test places its
image in a probed free hole
- Kernel memory tests: probe a free PRT-area address instead of the fixed
0x1026C00000; the reservation-extent test only rejects picks inside
the reservation
- Release checks tolerate another thread reusing the freed range
- Allocation tests measure on a dedicated thread and keep the least
allocating of several rounds (AllocationMeasurement.SteadyState)
* [Gpu] Astro Bot: structured loops, buffer slabs, pad motion
- Shader: emit natural loops as structured SPIR-V loops (OpLoopMerge)
instead of the block dispatcher, and merge SCC-uniform if/else joins
as selects so descriptors picked on a branch stay evaluable per draw.
- Shader: decode V_FFBH_I32 and V_MIN3_F16; read the DS GDS bit from
bit 17 (GFX10) and route GDS append/consume through shared atomics.
- Gpu: sub-allocate small device-local buffers from shared memory slabs.
- Pad: report motion data by default (Astro Bot never imports
scePadSetMotionSensorState), convert acceleration from m/s^2 to G,
and add scePadResetOrientation / scePadSetAngularVelocityDeadbandState.
* [CPU] Stop pinning guest threads to host cores by default
Guest affinity packed Demon's Souls' 13 spinning BPE job workers onto 10 host lanes and put its renderer next to them at equal priority, so the renderer and lock holders waited out whole scheduler quanta. Intro 10.6 -> 44.7 fps, menus 11.6 -> 47.5 fps. SHARPEMU_GUEST_AFFINITY=1 restores pinning.
* [Media] Convert host movie frames to YUV on the decoder thread
The render thread converted every decoded Bink frame from BGRA back to YUV 4:2:0 (6.7 ms per frame). The decoder thread now produces the planes and the presenter uploads them as-is. PS Studios logo 33 -> ~50 fps, attract movie 44 -> 60 fps.
* [Agc] Accept a zero destination in sceAgcDcbWriteData
Demon's Souls emits WRITE_DATA with address 0 into a template and patches it after copying. Returning null made the title patch a relocated null pointer, which wrote a stack-derived value into its label and was then parsed as an unknown NOP marker (GPU FATAL).
* [Loader] Patch short red-zone faulting accesses next to branches
A faulting access shorter than a jump could not be relocated when followed by a branch or a branch target, so a handled fault let Windows overwrite the red zone. Spans may now end with a direct branch (run after the stack pointer is restored) or start up to three instructions earlier. Fixes a Demon's Souls crash after the new-game intro movie.
* [GPU] Astro Bot rendering fixes: compute subgroups, DCC clears, PS inputs, texture MIN_LOD
- Compute: pin non-emulated compute pipelines to a 32-lane subgroup
(VK_EXT_subgroup_size_control) so wave64 groups other than 64
invocations keep lanes 32..63 active on AMD (striped froxel volume).
- Shader translator: 64-bit AND for the wave32 S_*_SAVEEXEC_B64 mask.
- PS inputs: slots that read one VS parameter share one host input;
a smooth/flat slot next to a V_INTERP_MOV slot is rebuilt from the
per-vertex values (black save cards, NaN normals, black props).
- Render targets: drop unwritten color targets of depth passes from both
the attachments and the pixel outputs, keeping locations aligned.
- DCC: materialize pending zero fast clears before shader access so a
later attachment bind does not wipe compute writes.
- Textures: honour the T# MIN_LOD with VK_EXT_image_view_min_lod so
streamed textures never sample unloaded mips (blown-out stadium sky).
- Device: enable VK_KHR_maintenance5 for point lists without PointSize.
* [Audio][GPU] ATRAC9 independent mono streams, BC storage fallback, 32-bit bit counts
- LibAtrac9: decode config header 0x30 streams (PS5 ambisonics), where every
channel is an independent mono stream interleaved frame by frame.
- Images: when the driver refuses storage usage on a block-compressed image,
compute writes go through an uncompressed replacement of the same memory.
- SPIR-V: count 64-bit masks with two 32-bit OpBitCount, which Vulkan requires
without maintenance9.
- Agc: drop the indirect-draw emit debug log; report the draw modifier in the
unsupported indirect draw error.
* [GPU] Partial texture-pool uploads and cheaper per-draw preparation
- A CPU write into a large layered texture (Demon's Souls' 256-layer BC3
pools) re-uploaded the whole image, ~750 ms of GPU detiling in one frame.
Each (mip, layer) piece's guest bytes are hashed at upload; a refresh
uploads only the pieces that changed.
- Device-address preparation touched and checked every registered buffer for
each dispatch. Recency touches now run once per retirement tick, and uploads
only visit buffers in blocks the tracker does not know to be clean; hot
pages stay dirty, so they are still re-uploaded every time.
- Resource materialization cache: when the only changed words are ones the
flattened table alone reads (per-frame inline constants), only the table is
evaluated again.
- A full batch no longer splits an open render pass before 512 draws.
- Lock-free lookups for shader headers, device format properties and the idle
host movie bridge; the SPIR-V dump toggle is read once per program cache.
* Demon soul - fix texture
* Delete runahead tests
* Screcrow fix for nvidia GPU
* shader(decode): fill MIMG float-atomic and SOP1 opcode gaps
Gen5ShaderTranslator's opcode name tables were missing several real
RDNA2 opcodes that Ghost of Yotei's shaders use: MIMG 0x1D-0x1F
(ImageAtomicFcmpswap/Fmin/Fmax) and SOP1 0x15/0x1B/0x1C/0x1E/0x34/0x3B
(SFlbitI32B32, SBitset0/1 B32/B64, SAbsI32, SBitreplicateB64B32).
Without names these decoded as unknown instructions and aborted
translation before the pipeline ever reached GPU submission.
* shader(resources): accept float-numeric-class atomic image descriptors
ResourceMaterializer rejected any atomic image descriptor whose guest
format wasn't exactly Format32Uint, but real atomic-float images
(ImageAtomicFmin/Fmax) arrive with a float-numeric-class format. Relax
the check to also accept formats whose SampledNumericClass is Float,
and default the null-descriptor's NumericClass to the image's own
class for atomics instead of always Float.
Also surface the actual materialization failure reason in
ShaderProgramCache's error message instead of a generic string, so
each subsequent blocking bug could be identified from the log without
extra instrumentation.
* shader(bindings): add a dedicated atomic-float image binding range
BindingLayout only had a single Atomic-Uint binding range (32-36), so
any atomic image with a float numeric class had nowhere to bind and
ForImage() returned null for it. Add AtomicFloatBinding (37-40),
bump ImageBindingCount 36->41, and split Describe()'s atomic range
into its Uint and Float sub-ranges to match.
Also add an Atomic flag to ShaderImageShape (TargetRegisterWords.cs)
so downstream view-format resolution can distinguish atomic images
from ordinary sampled/storage ones.
* spirv: emit ImageAtomicFmin/Fmax and DsSwizzleB32, fill SOP1 ALU gaps
Vulkan has no native float image-atomic-min/max instruction, so emit
them the way KytyPS5 does: OpImageTexelPointer (typed uint) ->
OpAtomicLoad -> compare-and-swap loop (OpPhi/OpFOrdLessThan/OpSelect
on the bitcast float value) -> OpAtomicCompareExchange, returning the
pre-exchange value from EmitAtomicWordUpdate (now non-void, valid SSA
at the loop's merge block).
Add DsSwizzleB32 (bit-mode/quad-mode lane shuffle via
GroupNonUniformShuffle) to the LDS-opcode switch and to
UsesSubgroupShuffle(), and add the SFlbitI32B32/SAbsI32/SBitset0B32/
SBitset1B32 SOP1 cases so the newly-decoded opcodes from
Gen5ShaderTranslator actually translate to SPIR-V instead of hitting
the generic "unsupported instruction" fallback.
* spirv: declare atomic image OpTypeImage with a Uint sampled type
DeclareImageClass previously derived the SPIR-V OpTypeImage's sampled
type purely from the binding's logical NumericClass, so an
atomic-float image (logical class Float, backed by our new
compare-and-swap emission on a uint texel pointer) still declared its
OpTypeImage as float-sampled. That violates
VUID-StandaloneSpirv-Image-04965: the R32ui image format and a float
sampled type disagree on numeric class. Force the sampled type (and
format, already correct as R32ui) to Uint whenever the image is
atomic, regardless of its logical numeric class.
* gpu: back atomic-float images with a real Uint VkImageView
The SPIR-V side now declares atomic images as Uint (OpTypeImage), but
the actual VkImageView bound at dispatch time was still created with
the descriptor's own float-numeric-class format, tripping
VUID-vkCmdDispatch-format-07753 (the shader's declared sampled type
must match the bound view's format numeric class).
Fix both resolution paths:
- VulkanVideoPresenter.Descriptors.cs: NumericClassOf() now forces
Uint for any atomic image (this covers the null-descriptor
fallback path), and ShapeOf() forwards the Atomic flag.
- ImageRequestBuilders.Texture.cs: the real, non-null descriptor path
resolves its view format independently from the descriptor's raw
GuestPixelFormat and was untouched by the above. Extend the
existing Sint-storage override (which already forces such images to
Format.R32Uint) to also cover shape.Atomic.
Confirmed via a fresh Vulkan-validation-layer run against Ghost of
Yotei that VUID-vkCmdDispatch-format-07753 no longer appears.
* fix(shader): reconcile atomic SPIR-V emitters with upstream
* spirv: fix ImageGetResinfo querying a non-existent sampled-image combo
ImageGetResinfo never goes through UsesSampler() (it only matches
ImageSample*/ImageGather* opcodes), so TryResolveLayoutImage always
resolves imageObject as the raw OpTypeImage value for this
instruction, never a sampled-image combo. The size-query code still
called OpImage on it whenever resource.IsStorage was false, expecting
to extract a combo that was never built, which spirv-val rejects:
"Expected Sample Image to be of type OpTypeSampleImage". Just use
imageObject directly in both branches.
This surfaced only after the earlier atomic-image fixes let Ghost of
Yotei's shader compilation get this far; it is an unrelated,
pre-existing bug in the base PR.
* gpu: remap compute workgroup axes past the Z-dimension device limit
Ghost of Yotei dispatches a compute shader with NUM_THREAD (1,1,256).
Vulkan only guarantees maxComputeWorkGroupSize >= (1024, 1024, 64):
the Z axis has a much tighter guaranteed limit than X/Y, and this ran
into it for real: "LocalSize Z (256) exceeds device limit
maxComputeWorkGroupSize[2] (64)" at vkCreateComputePipelines, even
though the NVIDIA RTX 5070 here allows up to 1024 total invocations.
Fix by remapping logical GNM axes onto physical SPIR-V/dispatch axes
at shader-compile time: the largest NUM_THREAD axis always lands on
physical X (most headroom), the smallest on physical Z (tightest
limit). Gen5SpirvTranslator.ComputeWorkgroupAxisOrder computes this
permutation purely from the three thread-group sizes, so:
- The translator uses it to declare the physical LocalSize execution
mode and to read gl_LocalInvocationId/gl_WorkGroupId's components
back into the correct logical VGPR/system-register slots, so guest
shader code (which only ever sees logical TID/WorkGroupId values)
is unaffected by the remap.
- RenderExecutor.Compute.cs recomputes the identical permutation from
the same thread-group sizes (input.ThreadsX/Y/Z) to reorder
vkCmdDispatch's group counts the same way, with no new metadata
plumbing between the shader compiler and the dispatch path.
* shader(resources): drop redundant ImageHandle ScalarBufferWord guard; add opt-in resource-tracker diagnostics
GetHandleSource had a blanket rejection of any ImageHandle whose dword
was a ScalarBufferWord, predating ValidateSource/RuntimeValueValidator
being able to generically resolve such dwords at bind time (the same
mechanism MaterializationSources already uses for buffer descriptors).
Drop the redundant, narrower guard and let ValidateSource be the
single source of truth, so legitimately resolvable image descriptors
loaded from a scalar buffer (not just the two hardcoded heap/direct
shapes TryMakeIndirectImage/TryMakeDirectImage recognize) aren't
rejected outright.
This did not resolve Ghost of Yotei's current blocker: its compute
shader at hash=0xCECFBCC210CB2372 pc=0x59C resolves an image
descriptor's byte offset through a loop-carried Phi (a hash-table/
linear-probe style bindless material lookup) that is not loop-
invariant, so it genuinely cannot be pre-evaluated as a single
per-dispatch runtime value the way MakeRuntimeBufferSource/
RuntimeValueEvaluator expect. That needs real GPU-side dynamic
descriptor indexing support, which doesn't exist yet in this
resource-tracking pass.
Also add SHARPEMU_RESOURCE_TRACKER_DIAG=1, gating verbose stderr
tracing in TryMakeIndirectImage's rejection paths and
RuntimeValueValidator's node-validation failures. This is what
localized the loop-carried Phi as the actual root cause; keeping it
opt-in and off by default costs nothing at runtime.
* shader(resources): degrade control-dependent bindless image/sampler descriptors to null instead of failing compilation
Ghost of Yotei's material lookup resolves an image descriptor's
offset through a loop-carried phi (a hash-table/linear-probe bindless
scheme) that RuntimeValueValidator correctly can't treat as a single
compile-time source - this resource tracker has no GPU-side dynamic
descriptor indexing to fall back on. Track *why* validation failed
(RuntimeValueValidator.ControlDependent, set when the failure traces
to a non-invariant phi) and, for image/sampler handles specifically,
degrade to a null descriptor instead of hard-failing shader
recompilation. Buffer handles and any other failure reason still fail
as before.
This ports KytyPS5's fix for the identical case
(feat/shader-control-dependent-descriptor, "shader: fall back to a
null image when its descriptor is control-dependent") rather than
attempting full dynamic descriptor indexing support, which doesn't
exist in either codebase.
Also add SHARPEMU_RESOURCE_TRACKER_DIAG tracing in
RuntimeValueEvaluator's evaluation failure paths (per-source-dword,
flattened table reads, and raw memory reads), used to localize the
next blocker down this same path.
* gpu: keep image shader types compatible with Vulkan views
* shader: decode and emit VOP1 0x39 (VFfbhU32, find-first-bit-high)
Another decode gap in the same family as the earlier MIMG/SOP1 fixes:
VOP1 0x39 was missing from the opcode name table, aborting
translation of Ghost of Yotei's next compute shader before it reached
GPU submission. Ported the fix straight from our own tree's
Gen5ShaderTranslator.cs/Gen5SpirvTranslator.Alu.cs, which already
decodes and emits it: reverse the bits then use the GLSL FindILsb
extended instruction, since RDNA reports the leading-zero count with
the architecturally required 0xFFFFFFFF sentinel for a zero source.
* shader(resources): treat a null-based SRT raw read as zero instead of faulting
A bindless pointer the guest leaves unbound for a dispatch resolves
its address-handle dwords to zero; EvaluateRawRead's raw-address
branch (as opposed to the buffer-descriptor branch) then dereferenced
that near-null address directly, and the guest memory reader
correctly refused it as unmapped, failing the whole materialization
with a generic "reason=Other". Ghost of Yotei's next compute shader
hit exactly this: a flattened SRT table read through a null-resolved
48-bit pointer plus a small immediate offset landed at address 0x14.
Treat any raw-address read below a small guest null-page threshold
(0x10000) as reading zero, so the value (and whatever descriptor it
feeds) collapses to null instead of faulting materialization. Ported
directly from KytyPS5's identical fix for the identical symptom
("shader: treat a null-based SRT constant read as zero").
* shader: decode/emit VOPC 64-bit compares and the 64-bit LDS atomics
Ghost of Yotei's cs 0x80003AF600 emits V_CMPX_NE_U64 (VOPC 0xF5) and DS_ADD_U64/DS_OR_B64 (0x40/0x4A), which the decoder refused. The VOPC 0xE0-0xE7 / 0xF0-0xF7 forms are the same V_CMP/V_CMPX U64 operations the VOP3 table already names and the emitter already lowers, so mirror them into the two-operand VOPC table.
The 64-bit LDS atomics sit just ahead of DS_WRITE_B64. LDS is modelled as an array of dwords, so each is lowered to the two 32-bit atomics that make it up. Neither opcode returns the old value, which makes the split exact: only the final memory state is observable. OR is bitwise-independent, so two 32-bit ORs are the 64-bit OR; ADD folds exactly one carry per low-dword wrap into the high dword, so the high word converges on the true wrap count regardless of lane interleaving. The RTN variants cannot be split without losing the returned pair's atomicity, so they stay undecoded and keep failing loudly.
* shader: decode and emit VOP3-encoded 64-bit VOPC compares (0xE0-E7, 0xF0-F7)
Ghost of Yotei's material-lookup shader issues V_CMP_*_U64/V_CMPX_*_U64
through the VOP3 encoding (opcode < 0x100, the same numbering VOPC
uses), which DecodeVop3's own opcode table never listed - it only
handled VOP3-native opcodes >= 0x101. Ported the fix straight from our
own tree, which already special-cases this exact sub-range (see the
"VOP3-encoded 64-bit VOPC" comment there): decode 0xE0-E7/0xF0-F7 to
the VCmp*U64/VCmpx*U64 names, and emit them as a 64-bit integer
compare (or a constant true/false for the F/T pseudo-compares),
reusing the existing generic VCmpx exec-mask handling.
* shader: implement GFX10 double-precision conversions and arithmetic
Decode VOP1 0x04/0x0F/0x16/0x2F/0x30/0x34 and their VOP3-encoded forms (V_CVT_F64_I32, V_CVT_F64_U32, V_CVT_F32_F64, V_RCP_F64, V_RSQ_F64, V_SQRT_F64) and emit them as real SPIR-V doubles. A 64-bit result is split across the destination register pair: the low word goes through the common destination store and the high word is stored alongside it, both under the EXEC guard. V_MUL_F64 (VOP3 0x165) and V_FMA_F64 (VOP3 0x14C) are added as well.
Source absolute/negate modifiers and the VOP3 output modifier and clamp are honoured. FP64 inline constants and literals are rejected explicitly rather than read as the wrong bits, following the gfx10 expansion rules. The shaderFloat64 device feature is enabled only when the physical device offers it, and the Float64 capability is declared only for modules that use a double.
Ghost of Yotei compute shader 0x8000393600 (hash 0xB90E2024732C6111) now translates and compiles instead of stopping at decode.
* shader: decode and emit VOP2 V_PK_FMAC_F16
V_PK_FMAC_F16 (VOP2 0x3C) reads the destination register as the addend for both packed f16 lanes and writes D = S0 * S1 + D back as a packed pair. Reuse the existing single-rounding fused-f16 path per lane and merge the two halves, so the result matches the hardware's f16 fused behaviour.
Ghost of Yotei compute shader 0x8000393600 reaches this opcode after the decoder is past the f64 gap.
* shader: decode and emit VOP3 V_MAD_I32_I24
V_MAD_I32_I24 (VOP3 0x142) differs from the already-handled V_MAD_U32_U24 only in that both multiplicands are signed 24-bit values. Sign-extend each operand from bit 23, multiply with 32-bit wrap and add the third source.
Ghost of Yotei compute shader 0x8000393600 reaches this opcode after the decoder is past the f64 gap.
* shader(resources): address runtime-fetched buffer descriptors via the device-address page table
A V# whose four dwords are all read from a runtime scalar-memory address (a descriptor-array entry indexed by a loop counter, as in Ghost of Yotei's cs 0x80003F2A00 at pc=0x1B4) cannot be bound ahead of time, so resource tracking used to fail the whole shader. Its dword reads are not control-dependent in any other way: they are real guest memory loads emitted at runtime through the device-address page table.
Detect that case in ResourceTracker and mark the access RuntimeBufferDescriptor instead of building a dense buffer resource. The SPIR-V backend then builds the guest address from the descriptor's runtime base (SGPR pair), the MUBUF offset/soffset/vector offset and, when indexed, the descriptor's stride, and stores/loads through the existing physical-storage-buffer path. num_records/stride bound the access so a null or empty descriptor binds nothing, matching the static path's range check. Formatted, typed and atomic accesses keep failing loudly because their descriptor format cannot be reconstructed from the raw words.
This completes the former d8959888aafd2552 dispatch.
* shader(resources): recognize runtime V# descriptors built from SRT reads and loop phis
The first runtime-descriptor detection only accepted four direct raw ScalarAddressWord dwords. Ghost of Yotei's cs 0x8000289300 at pc=0x78C builds its V# from a loop-carried phi that merges two SBufferLoadDwordx4 reads of the SRT buffer at a dynamic offset, so the access was still rejected even though the descriptor is a real runtime value.
Make the detection generic: a BufferHandle is a runtime descriptor when each dword is a plan-time-known value (constant, user data, shader base, flattened table word) or a guest-memory read, recursing through phis, selects and operations, and at least one leaf is a raw read. A cycle through a phi is accepted the same way the read planner treats cyclic phis. Anything else keeps hard-failing.
The raw BufferLoadUshort at pc=0x78C now lowers through the device-address page table. The formatted BufferLoadFormatX at pc=0x18F4 correctly escalates to BoundedCandidateTable, which is still unimplemented and is now the next required feature.
* shader(resources): plan bounded runtime V# candidate tables
* shader(resources): materialize bounded runtime V# candidate tables
* shader(resources): address a runtime scalar buffer V# through the device page table
* shader(resources): model the guest V# separately from its Vulkan lowering; real 64-bit LDS atomics
Replace MemoryAccessInfo.RuntimeBufferDescriptor with a GuestBufferDescriptor that carries the V#'s provenance (Static or Runtime) and, for static descriptors, the dense-buffer index. The backend now chooses an explicit BufferLoweringStrategy from the descriptor and the access shape via GuestBufferDescriptor.ChooseStrategy, instead of hard-coding a single path: NativeBinding for compile-time descriptors, PhysicalStorageBuffer for a runtime descriptor used by a raw dword/subword access, and BoundedCandidateTable for a runtime descriptor whose format/type cannot be reconstructed from the raw words. The last one is not implemented and fails loudly with a precise reason, which is now a single, discoverable place rather than a boolean scattered through the translator.
DS_ADD_U64/DS_OR_B64 are now emitted as true 64-bit workgroup atomics when the device exposes shaderSharedInt64Atomics (queried through VkPhysicalDeviceShaderAtomicInt64Features, declared with the Int64Atomics capability, addressed through a 64-bit LDS view). The previous two-32-bit split is kept only as a documented fallback for devices without the feature; it is not atomic as a pair. Device setup reports the capability once.
* shader/image: accept 11_11_10 UNORM sampling and 8-bit sRGB render targets
The unified image format 30 is 11_11_10_UNORM, a packed 11/11/10 normalized float format the rendering side already knows as GuestPixelFormat.Bits11_11_10UNorm (mapped to VK_FORMAT_B10G11R11_UFLOAT_PACK32). It was missing from the shader-side sampled-format table, so cs 0x8000265D00 failed specialization with 'sampled image descriptor 7 uses unsupported format 30'.
Bits8Srgb and Bits8_8Srgb also had RenderTargetBytesPerElement = 0 while their element sizes are 1 and 2 bytes, which made TryGetTextureSize reject a RenderTarget-tiled 8-bit sRGB surface (tile mode 27) that the guest creates. Their render-target footprint is the same as the matching UNORM formats, and the host view already substitutes R8/R8G8 UNORM, so give them the real byte counts.
* shader: allow inline constants and literals as VOP3P packed-f16 operands
The VOP3P packed-f16 path only accepted register operands and refused constants, so cs 0x80003AF600 stopped at V_PK_FMA_F16 with src[128]. An inline constant or literal is a single f32 value rather than a packed register pair, so there is no half to select: both lanes take the exactly-converted f16 of that constant, with the lane's negate modifier still applied. Keeps the register path unchanged.
* shader: support Yotei f16 shifts bitsets and safe LDS atomics
* shader(vulkan): dispatch bounded runtime V# candidate tables
* shader: support additional LDS operations
* shader: support RDNA LDS store encoding
* shader: handle LDS operands and RDNA buffer cache op
* shader: extend strict GFX9 buffer and ALU decoding
* [VideoOut] added output mode events and profiling fixes
* [Gpu] fixed image, render, and dispatch handling
* shader: track SDWA and runtime buffer values
* [Shader] expanded Gen5 resource and interpolation support
* gpu: reconcile PR893 metadata and indirect dispatch
* gpu(commands): consume unknown NOP marker ids instead of failing the submission
Demon's Souls emits markers 0x6EC and 0x80C, which the interpreter treated as
fatal. The packets carry no work for the ids without a known side effect
(flips, user-data marker context), so they are consumed and each id is
reported once (command_stream.marker_ignored). voidborn, which gets much
further on this title, likewise ignores NOP marker payloads it has no
handler for.
* kernel: implement sceKernelGetOperationMode (PS5 base console, no submode)
The import was unresolved, so callers polling it (Demon's Souls does it at very
high frequency) got an unresolved-import result instead of the mode. Behaviour
matches KytyPS5 KernelGetOperationMode: *mode = 2, *submode = 0.
* loader: protect red-zone functions with enclosing patch spans
The red-zone patcher only built a trampoline span forward from the faulting
instruction, so it gave up whenever the next instruction was a branch target,
touched RSP, or changed control flow. Those refusals never reached FailedSites,
and the summary line reported sites=11472/11472 failed=0 while 777 faultable
instructions inside red-zone functions stayed unprotected.
Demon's Souls died on one of them. A GPU write-tracking fault at 0x800AD91F8
dispatched on the guest stack with RSP unshifted, which let Windows overwrite
the 128 bytes below RSP; the function reloaded its pointer from [rsp-0x10],
got 0, and faulted writing through it. The fault census confirms the same RSP
in the faulting frame as in the crash report.
Add TryBuildEnclosingPatchSpan: when the forward search refuses, take the
span's bytes from before the faulting instruction so the span ends at that
instruction and the one after it is never rewritten, which keeps every existing
branch into it valid. Two invariants make this safe and both are exercised by
the new tests:
- the RSP shift brackets only the faultable core, so a relocated
RSP-relative access still reads the slot it meant to;
- a span may not start before the end of the previous site, because a
backward span can otherwise reach instructions an earlier site already
replaced with its own jump.
Patch() also refuses overlapping sites outright rather than corrupting guest
code, and the scan now reports unrelocatable sites by category.
Unprotected sites drop from 777 to 270. The title runs past the main menu into
its opening cinematic and stops on an unrelated shader resource error.
The fiber tests move into a shared collection: they mutate the same static
FiberExports state as FiberExportsTests, and xUnit runs separate classes in
parallel, which made them fail intermittently.
* cpu: count guest faults and make access-violation reports readable
Guest code is commonly mapped PAGE_EXECUTE, which no host read can satisfy, so
IsReadableHostRange refused it and the whole call-site section of the access
violation report was skipped: every crash in such a title printed "Could not
read code at RIP" and nothing else. Read those windows through the guest memory
view instead, and print the faulting region so a future refusal explains
itself.
Add a census of the recoverable faults taken on guest threads, by guest RIP and
by the handler that resolved them. Windows has no alternate exception-dispatch
stack, so each of those faults overwrites the 128 bytes below RSP; knowing which
guest instructions fault is what turns a red-zone corruption from a hypothesis
into a measurement. Counters are allocated once per RIP and are inert unless
SHARPEMU_FAULT_CENSUS is set, since the handler is hot.
Also fix the guest context transfer frame: it published the stack bounds in the
wrong order, storing the low address in NT_TIB.StackBase and the high one in
StackLimit on every fiber switch.
Note: these two files also carried uncommitted work from earlier in this
worktree (guest stack sizing, the 22-qword transfer frame, import and exception
paths); that work is included here rather than separated, because the hunks
interleave.
* gpu: stop handing image ownership to a buffer that was only bound
Binding a formatted writable buffer over an image's memory invalidated every
image covering that range. The shader only declares that it may write there, so
this fired on every bind of every draw, and when the range belonged to a render
target the image was refreshed from guest memory the GPU never wrote - its
tiled backing read as linear, over the frame that had just been rendered.
A Demon's Souls capture showed 412 buffer-dirty refreshes and 207 GB of image
traffic. Suppressing the two bind-time call sites removed the banding entirely
and took the frame time from 7471 ms to 4272 ms, with GPU occupancy going from
29% to 45%; buffer-dirty refreshes dropped to zero.
Writes that actually happened still invalidate, from GuestBufferCache's fill and
DMA-copy paths, which is what the image ownership tests cover. The declared-write
case needs a reconciliation after the submission, once the GPU-modified ranges
are known; that does not exist yet, so
SHARPEMU_SPECULATIVE_IMAGE_INVALIDATION=1 restores the old behaviour meanwhile.
Note: these two files also carried uncommitted work from earlier in this
worktree.
* shader: name the instruction behind an undefined descriptor dword
A descriptor dword that resolves to an undefined value fails the resource plan
with nothing to act on. Undefined nodes are interned per type, so one shared
node stands for every instruction the builder could not model, and the builder
has about twenty places that produce one: the message names a category where it
should name an opcode.
Record the instruction the builder is translating, and under
SHARPEMU_RESOURCE_TRACKER_DIAG intern undefined nodes per instruction as well.
Revisiting a block reaches the same instruction, so values stay as stable across
visits as before, and the rejection can walk the failing dword back to the
undefined leaves it rests on and name them. Without the diagnostic the interning
and the message are unchanged.
A first attempt recorded every undefined created while an instruction was in
flight, which listed 1410 instructions for one shader because many are created
legitimately, for SCC among others. Only the leaves the failing value actually
depends on are reported.
Test counts are unchanged at 614 passed and 95 pre-existing failures.
* shader: carry over the Gen5 translation work from the port
Pre-existing work in this worktree, recorded here rather than authored in this
session: VOP3B carry/borrow paths for VSubCoCiU32 and VSubrevCoCiU32, the high
opcode bit for MIMG and the ray-tracing names it selects, DS/GDS flags, the
wave32 EXEC mask, and the scalar value graph and runtime evaluator changes that
go with them, across the Vulkan and Metal back ends.
* gpu: carry over the AGC and VideoOut work from the port
Pre-existing work in this worktree, recorded here rather than authored in this
session: tracked image caching in place of unused snapshots, depth/stencil
handling, snapshot reuse for feedback loops, read-only depth, the Vulkan
feedback target resolver, the GuestDepth and draw recording paths, GPU barriers
and image cache tracking, the storage resolver, BDA and GPU memory tracking in
VideoOut, and the submission and indirect dispatch corrections.
* hle: carry over the library export work from the port
Pre-existing work in this worktree, recorded here rather than authored in this
session: an HTTP connect timeout, an offline MAC, NP signalling context, the
asynchronous NP stubs and entitlement key, NP WebAPI context deletion, a CFW
stub, and the added aliases for sceImeKeyboardGetInfo, unlink, sched_yield,
scePadResetOrientation, scePadIsRemoteController and the solo scheduling
attributes, along with the Ampr file registry and kernel compatibility exports.
* cpu: carry over the guest execution and memory work from the port
Pre-existing work in this worktree, recorded here rather than authored in this
session: the guest stack size the pthread attribute asks for and its cap, the
PthreadYield fallback, the multi-thread stall watchdog, import and handoff
instrumentation, the host view and guest space owner changes, and the physical
virtual memory and runtime adjustments that go with them.
* base: verified pre-rebase gameplay baseline
* fix: materialize indirect shader image resources
* gpu,shader: Yotei bring-up changes (GPT session, unreviewed)
Work from a separate GPT session aimed at Ghost of Yotei, committed as-is so
it can be reviewed block by block. It clearly improves Demon's Souls rendering
(the scene becomes visible), but review found problems to fix before a PR:
- S_BITREPLICATE_B64_B32 copies the dword into both halves; the ISA doubles
each bit (bit i -> bits 2i, 2i+1). Wrong in the translator and the graph.
- FindMatchingMipLevel no longer matches 2D array views of 3D volumes; the
test expectation was flipped from 0 to -1 instead of keeping the case.
- VectorCompareResourceTests lost five passing tests, replaced by
compile-only smoke tests.
- 11_11_10 UNorm is mapped to a packed-float Vulkan format.
- Unknown BufferLoadFormat descriptors now read zeros / null images silently.
- Undefined scalar values are interned per instruction for every title.
Also adds 16-bit integer VOPC compares, V_RSQ_F16, IMAGE_GATHER4_C_LZ,
IMAGE_SAMPLE_A decode, Yotei base entitlements, richer image-creation
failure messages and flip-source diagnostics.
* diagnostics(renderdoc): capture automatically after N guest flips
SHARPEMU_RENDERDOC_CAPTURE_AFTER_FLIPS=N requests one capture once N guest
flip boundaries have been seen, so an unattended run can capture without the
F12 key. The count is kept here because the flip image version is per display
buffer, not a global frame index.
* fix(import-guard): recognize polling progress boundaries (#895)
* port shader GDS byte reads and float atomics
* port kernel debug exception exports
* Revert "port kernel debug exception exports"
This reverts commit 71d605e82c82a4a921862bfc865a104305cf746d.
* Revert "port shader GDS byte reads and float atomics"
This reverts commit 8f4e7664d7fc81a28ba5c47c86cbc03dba61d47b.
* [usbd] implement event timeout
* [usbd] add initialization stubs
* [share] add feature and overlay exports
* [kernel] implement pthread cond signalto
* [font] add renderer and kerning exports
* [agc] implement ACB rewind exports
* [share] add running status export
* [stubs] add game service exports
* [kernel] implement high resolution timer events
* [gpu] support polygon primitive rendering
* chore: bump version to 0.0.4
* [kernel] implement debug exception exports
* [vulkan] adopt synchronization2 submission and barriers
* docs: update upstream README
* Revert "[vulkan] adopt synchronization2 submission and barriers"
This reverts commit 7e44f90d624c05ccac3ba8d14f94bfa63c225b1d.
* Reapply "[vulkan] adopt synchronization2 submission and barriers"
This reverts commit 66b456dd2a4562b081970404034ab3cc3135f66a.
* Revert "[kernel] implement high resolution timer events"
This reverts commit faf105d9a0f93120f9954ff30890701683d79a67.
* Reapply "[kernel] implement high resolution timer events"
This reverts commit 9858506307cfdc43e875180f21727bea936ac888.
* Revert "[kernel] implement pthread cond signalto"
This reverts commit 83ad3b0ac313b01c7d1493e685423a5a419b8766.
* Reapply "[kernel] implement pthread cond signalto"
This reverts commit 4bc31dabf7885687dc3777aefede6b4122f936a4.
* [ampr] fall back to executable-local index cache
* [ampr] probe cache directory writability
* [media] keep host movies progressing when Vulkan bindings lag
* [media] release stalled host movies independently of rendering
* [vulkan] reuse pipeline caches across emulator builds
* [media] propagate stalled movie EOF to the guest
* [ampr] return guest path ids from resolve exports
* Revert "[vulkan] reuse pipeline caches across emulator builds"
This reverts commit f0f8e21382b402b510645acb66cf122ad765cd4a.
* [vulkan] reuse pipeline caches across emulator builds
* Revert "[vulkan] reuse pipeline caches across emulator builds"
This reverts commit fd667b6320b74be1e5d71b37a3c29fc11af713bb.
* fix(media): honor full Bink movie duration
* fix(vulkan): schedule wave64 barriers uniformly
* fix(vulkan): emit wave64 loop merge before branch
* fix(vulkan): predicate wave64 image stores
* Revert "fix(vulkan): predicate wave64 image stores"
This reverts commit 5842298743822d1b128e8b4dcb3f9d0a8fd03c35.
* Revert "fix(vulkan): emit wave64 loop merge before branch"
This reverts commit d2b98e0a8439e41c8faf04335320f202740fe7f9.
* Revert "fix(vulkan): schedule wave64 barriers uniformly"
This reverts commit 976d5a5957080de6568417c9d12235570b1503ef.
* baseline: preserve good Demon's Souls rendering
* Revert "[vulkan] adopt synchronization2 submission and barriers"
This reverts commit 7e44f90d624c05ccac3ba8d14f94bfa63c225b1d.
* fix(ampr): keep APR resolve ids unique on path-hash collisions
The APR resolve exports now return the 31-bit FNV hash of the guest path
(upstream 5c347d2c). Demon's Souls ships 13 same-hash file pairs under
/app0/ alone, and it resolves 32 colliding paths before the main menu.
Colliding files shared one id and read each other's bytes, and the
first level load after the menu never finished.
Hand out the hash only while it names one host file, keep it in an
authoritative table that later alias publishes cannot poison, and fall
back to a collision-safe Register() handle otherwise. Log both the
fallback and reads of unknown ids, which previously failed silently.
* fix(media): size the Bink watchdog to the movie, restore Gen4 export
c77746bd reverted the duration-based Bink watchdog to a fixed 90 s, and
MediaFramePlayback also capped every movie (AvPlayer too) at 120 s.
Demon's Souls ships a 171 s intro, 117-138 s attract movies and 756 s
credits, which both bounds cut short. Arm the watchdog for the movie
length plus 60 s (minimum 90 s, no upper bound) and drop the fixed
playback cap, as in the pre-rebase baseline.
Also keep cfwBSQyr5Ys exported for Gen4 as the baseline did.
* chore: trim added comments, keep upstream's cfwBSQyr5Ys target
Restore upstream's APR ABI comment verbatim, keep each added comment to
one line, and leave sceKernelDebugWriteCppExceptionInfo Gen5-only as
upstream declares it.
* fix(vulkan): query image levels only when the result is read
ImageGetResinfo emitted OpImageQueryLevels for every sampled image even
when the dmask never reads component 3. On a 3D image, the unused query
crashes NVIDIA's pipeline compiler inside vkCreateComputePipelines:
Demon's Souls compute shader 0xC553F37E46481A6B (dmask 3) takes the
process down right after the first frame.
* fix(shader): reconcile branch resource planning with upstream contracts
- Keep upstream's 42-binding image ABI. A float min/max image atomic
binds as the uint atomic image its compare-exchange loop already uses.
- A null-page read turns into zero only after a null base pointer fails
to read, not for every address below 0x10000.
- An empty V# reads as zero; overrunning a bound buffer stays a failure.
- A wave-indexed image table reads its mask through the clean reader,
like every other slot its descriptor depends on.
- A buffer load through a lane-varying address stays undefined, and a
constant exec_lo write keeps s_cbranch_execz decidable.
- An image descriptor from a scalar buffer must be one contiguous
record, and a vector access through a draw-evaluable V# keeps its
explicit binding instead of the runtime-descriptor path.
* fix(shader): drop the null-page read rule, encode GDS at bit 17 in tests
KytyPS5 does not turn a null SRT pointer read into zero: an unmapped
read fails materialization, which FailedResourceReadsRemainFatal pins.
Remove the rule.
GFX10 DS encodes GDS at bit 17 with OP at 25:18; bit 16 is GFX9's
position (LLVM DS_Real_gfx10). The decoder already reads bit 17, so the
DataShare tests set GDS there, and the LDS wave-counter tests clear it.
* fix(vulkan): keep bind-time image invalidation coherent with GPU contents
Binding a formatted writable buffer over an image marks the image
buffer-modified, so its next use refreshes it from the buffer. The
buffer was only synchronized from the image for read-only views, so
over a render target a writable view refreshed the image from stale
guest bytes. That is the Demon's Souls banding 48cd723a worked around
by skipping the invalidation altogether.
Synchronize writable formatted views from the image as well, and at bind
time invalidate every covered image except one whose only current copy
is still on the GPU and could not be copied into the buffer. Drop the
SHARPEMU_SPECULATIVE_IMAGE_INVALIDATION switch.
* test(shader): expect the header immediate in the indirect selector offset
The materializer reads the selector word at selector * stride +
SelectorOffset, so the offset must include the material read's
immediate. With the header immediate 4 and the +4 in the address
arithmetic it is 8; the test expected 4 since it was written.
* chore: remove session diagnostics
Drop the ad-hoc instrumentation added while bringing Demon's Souls and
Ghost of Yotei up:
- SHARPEMU_RESOURCE_TRACKER_DIAG traces in the resource tracker, dense
image tables, runtime evaluator and validator
- unconditional materialize_snapshot_probe warnings and the
SHARPEMU_TRACE_INDIRECT_IMAGES wave-table trace
- the guest fault census (SHARPEMU_FAULT_CENSUS / SHARPEMU_FAULT_WATCH)
- red-zone patcher address trace, unprotected-site file and short-jump
estimate (SHARPEMU_REDZONE_TRACE / SHARPEMU_REDZONE_SITES_FILE)
- RenderDoc capture after N flips and the flip-source refresh traces
The red-zone coverage counters and the readable access-violation report
stay.
* fix(kernel): sparse virtual reservations and HLE compatibility fixes
- sceKernelReserveVirtualRange: keep very large non-fixed reservations
in the guest mapping table without one contiguous host placeholder.
- Event flags: read names and write handles through the kernel
compatibility helpers so read-only image pages work.
- sceAjmInitialize: only validate the 32-bit reserved argument.
- Pthread: only free opaque objects the compatibility layer allocated.
- Route libc memset to the HLE implementation (int 45h path in LLE).
* fix(gpu): tiling, color targets, VideoOut pipelines and primitive stage masks
- Tile geometry and tiler shader fixes for detiling.
- Color target request fixes for 3D slice ranges.
- VideoOut descriptor, draw recording and pipeline fixes.
- Accept the compact primitive-shader stage masks (0x2000, 0x2030)
and report the rejected state when draws are skipped.
* fix(shader): Little Nightmares III decoding and translation
- Decode S_SCRATCH_STORE_DWORDX2 (SMRD op 0x16) as a scalar scratch
store instead of a load.
- Raise the decoder instruction limit to the maximum shader size.
- Stop linear decoding at S_SETPC_B64 and treat the tail as
unreachable; find fused GS pairs across the full 1 MiB object and
resolve continuation image descriptors from its entry SGPRs.
- Translate S_SETPC_B64 in linearised fused programs as a marker.
- Implement S_MUL_HI_I32 and V_DOT2C_F32_F16.
* fix(shader): Astro Bot debugger stubs and wave32 primitive pipelines
- S_CBRANCH_CDBG* only fire under an attached GPU debugger; do not let
them extend the decoded program past S_ENDPGM into debugger stubs
that load descriptors from devkit-only addresses.
- Stop decoding after an unconditional backward S_BRANCH with no
pending forward target instead of reading the "sl00" metadata
trailer as instructions.
- Ignore the GS_W32_EN/VS_W32_EN wave-size bits when matching
primitive-shader stage masks; graphics stages always compile as
wave32, so these draws were skipped for no reason.
* fix(kernel): keep sparse reservations out of the macOS graphics window
macOS reserves 0x10_0000_0000..0x70_0000_0000 for graphics memory, so a
sparse reservation starting at 0x40_0000_0000 could not be mapped there
(LargeVirtualReservationFallsBackToSparseGuestRange failed on osx-x64).
Start the sparse aperture at 0x70_0000_0000 on macOS.
* fix(shader): declare guest 1D textures as 1D images
Since #903 the image request builder binds guest 1D textures through
1D Vulkan views, but the SPIR-V translator still declared them as 2D.
Sampling a 1D view through a 2D image type is invalid, and on NVIDIA
Astro Bot's final composite pass wrote black to the flip buffer.
Declare Dim1D/Dim1DArray as SPIR-V 1D images with Sampled1D/Image1D,
matching upstream.
* revert(gpu): fail on written device-address ranges that cannot be planned
The Little Nightmares III work skipped unplannable written ranges on the
host and allowed those stores unconditionally in the shader. Stores whose
pages were not already in the BDA page table were then dropped silently.
Restore upstream's fatal and remove UnplannableWrittenMemoryIndices, so
each such shader is reported and fixed on its own.
* fix(shader): route FLAT accesses through the LDS and scratch apertures
GFX10 sends a FLAT access to LDS or scratch when bits 63:48 of its
address match the shared or private aperture (SH_MEM_BASES), and to
global memory otherwise. src_shared_base/src_private_base decoded to 0,
so an LDS pointer became a device address the host could not plan
(Little Nightmares traversal stack, shader 0x9669394374AAE5BC).
- Give the apertures distinct high dwords no guest address can reach,
consistent for 32-bit (high dword) and 64-bit (address) reads.
- Keep aperture identity in the scalar value graph (MemoryAperture).
- The device-address planner classifies a FLAT access whose high dword
derives from an aperture and gives it no device range; plain device
pointers keep the range and the fatal.
- The SPIR-V backend routes each lane by bits 63:48 to LDS, scratch or
the page-table global path.
* fix(shader): use the PS5 apertures and prove clamped FLAT addresses local
Little Nightmares builds its BVH traversal-stack addresses without
src_shared_base: v_med3_u32(0x80000000, 0x70000000, sp) clamps the high
dword, and the pop path reads the 0x7xxxxxxx entries with ds_read and
the 0x8xxxxxxx ones with scratch_load. These are the PS5 shared and
private apertures, so:
- SharedApertureHigh = 0x70000000, PrivateApertureHigh = 0x80000000;
the backend routes a FLAT lane by the top nibble of its high dword.
- Model v_med3_u32/v_med3_i32 in the scalar value graph.
- The planner bounds the high dword (Phi/Select/UMin/UMax, cycles
ignored since each yields one of its inputs) and classifies it local
when the bounds stay inside the apertures.
- Record the EXEC mask of each global/flat access: a select on that
same mask is a lane-masked register write whose inactive arm never
reaches a lane that accesses memory.
Little Nightmares shaders 0x9669..., 0xE9F1... and 0x392B... now plan
without the removed unplanned-write skip.
* feat(shader): emulate the GFX10 BVH node test for image_bvh_intersect_ray
Follows AMD GPURT's RT IP 1.1 fallback: triangle nodes 0/1 with barycentric
swizzle, FP16/FP32 box slab test with grow, NaN rule and sorting network.
Nodes are read through the device-address page table.
* fix(gpu): move a depth surface sampled as color into a color image
A texture whose format reads neither the depth nor the stencil plane
reinterprets the memory; Little Nightmares samples a D32S8 surface as BGRA8.
* fix(shader): make s_barrier order buffer and image memory within the workgroup
Guest code publishes stores to its workgroup with s_waitcnt vmcnt(0) +
s_barrier; the host barrier only ordered shared memory.
* fix(gpu): match sampler border color and filtering to the sampled view
Border colors were always integer, which Vulkan leaves undefined on float
views (an opaque-white border can read back as black). The numeric class
now comes from the bound view formats; integer views also drop filtering.
* fix(shader): decode the VOP1 and VOP3 half-precision transcendentals
Silent Hill's pixel shaders use v_log_f16; add rcp, sqrt, log, exp,
floor, ceil, trunc, rndne, fract, sin and cos for f16 in both encodings.
* fix(shader): decode v_min3_f16, v_max3_f16 and v_med3_f16
Silent Hill's pixel shaders use v_min3_f16; the draw was skipped.
* fix(agc): give a fused shader the larger user SGPR count of its halves
sceAgcFuseShaderHalves kept the back half's SPI_SHADER_PGM_RSRC2_GS, so a
front half reading its vertex tables from user SGPRs 26-29 saw only 12
(Silent Hill: front 30, back 12) and the draw faulted on null tables.
A vertex program without input semantics no longer needs the tables, and
the null-table and PRT-mapping messages name the registers involved.
* fix(shader): read buffers past the binding budget through their device descriptors
A Silent Hill compute shader binds more than 32 distinct buffers. Past the
budget an untyped access reads its V# from its SGPRs at run time, as the
hardware does, instead of failing the whole shader.
* fix(gpu): treat a compute constant fill of DCC metadata as a fast clear
Unreal fast-clears DCC render targets with a compute shader that stores one
dword from a constant buffer into every metadata record (0x40404040 clears
to 0,0,0,1). The fill only reached plain memory, so Silent Hill's
translucency layer stayed 0 and its composite multiplied the scene by 0.
The exact instruction sequence is recognised and routed to the existing
DCC clear tracking.
* fix(gpu): invalidate every image under a bound writable formatted buffer
The bound-write path skipped images whose only current copy was on the GPU.
Such an image kept stale contents after the guest rewrote it through the
buffer: Dead Cells lost its background and Demon's Souls showed wrong
surfaces. Bisected to ed3de27b; upstream invalidates unconditionally, and
52fbe275 already synchronizes writable views from the image, which fixed the
banding the exception was meant to hide.
---------
Co-authored-by: ParantezTech <12572227+par274@users.noreply.github.com>
Co-authored-by: Mathias <06mathias6@gmail.com>
* refactor(videoout): isolate host buffer code
Move pooled host-visible Vulkan buffer management into a dedicated presenter partial.
The new location makes ownership clear.
Execution behavior does not change.
* refactor(videoout): isolate draw state code
Move guest draw-state conversion into a dedicated presenter partial.
This change only improves code organization.
Keep runtime behavior unchanged.
* refactor(videoout): isolate texture format support code
Move Vulkan image-format capability and render-target mapping into the texture-format presenter partial.
This move changes code ownership only.
Runtime behavior stays the same.
* refactor(videoout): isolate presentation image code
Move presentation-target selection and offscreen presentation-image creation into a dedicated presenter partial.
The new location makes ownership clear.
Execution behavior does not change.
* refactor(videoout): isolate HDR presentation code
Move HDR presentation resources, pipelines, and command recording into a dedicated presenter partial.
This change only improves code organization.
Keep runtime behavior unchanged.
* refactor(videoout): isolate draw execution code
Move offscreen draw, clear, guest-image write, and render-pass execution into a dedicated presenter partial.
This move changes code ownership only.
Runtime behavior stays the same.
* refactor(videoout): isolate guest submission code
Move guest GPU batching, submission, retirement, and visibility waits into a dedicated presenter partial.
The new location makes ownership clear.
Execution behavior does not change.
* refactor(videoout): isolate render loop code
Move presenter work waiting, queue draining, frame acquisition, and work dispatch into a dedicated partial.
This change only improves code organization.
Keep runtime behavior unchanged.
* refactor(videoout): isolate draw recording code
Move translated draw recording, image transitions, draw tracing, and resource retirement into a dedicated presenter partial.
This move changes code ownership only.
Runtime behavior stays the same.
* refactor(videoout): isolate guest work queue code
Move guest GPU work submission, scheduling, backpressure, and completion into a dedicated partial.
The new location makes ownership clear.
Execution behavior does not change.
* refactor(videoout): place storage image contracts code with its owner
Move SPIR-V storage image contract parsing and validation into the compute storage-image partial.
This change only improves code organization.
Keep runtime behavior unchanged.
* refactor(videoout): place ordered guest flips code with its owner
Move ordered guest flip capture and completion into the presentation-frame partial.
This move changes code ownership only.
Runtime behavior stays the same.
* refactor(videoout): place frame lifetime code with its owner
Move presentation frame waits and flip-version retirement into the presentation-frame partial.
The new location makes ownership clear.
Execution behavior does not change.
* refactor(videoout): place texture cache resolution code with its owner
Move cached texture resolution and CPU refresh into the texture-cache partial.
This change only improves code organization.
Keep runtime behavior unchanged.
* refactor(videoout): place barycentric pipeline code with its owner
Move the fullscreen barycentric shaders and pipeline creation into the pipeline partial.
This move changes code ownership only.
Runtime behavior stays the same.
* refactor(videoout): place swapchain draw resources code with its owner
Move presentation render-pass, image-view, and framebuffer setup into the swapchain partial.
The new location makes ownership clear.
Execution behavior does not change.
* refactor(videoout): place feedback snapshot creation code with its owner
Move color feedback snapshot creation beside its pool lifecycle and telemetry.
This change only improves code organization.
Keep runtime behavior unchanged.
* refactor(videoout): place texture format conversion code with its owner
Move real-format conversion and its transfer scratch images into the texture-format partial.
This move changes code ownership only.
Runtime behavior stays the same.
* refactor(videoout): place guest image diagnostics code with its owner
Move guest image tracing and readback diagnostics beside the guest image registry.
The new location makes ownership clear.
Execution behavior does not change.
* refactor(videoout): place guest submission execution code with its owner
Move ordered actions, cache operations, pooled-data returns, and guest-work descriptions beside guest submission lifetime.
This change only improves code organization.
Keep runtime behavior unchanged.
* refactor(agc): isolate initialization exports code
Move AGC initialization and versioned register-default materialization into a focused partial.
This move changes code ownership only.
Runtime behavior stays the same.
* refactor(agc): isolate driver resource exports code
Move AGC driver resource-registration exports and their private machinery into a focused partial.
The new location makes ownership clear.
Execution behavior does not change.
* refactor(agc): isolate event exports code
Move AGC event signaling exports and their private machinery into a focused partial.
This change only improves code organization.
Keep runtime behavior unchanged.
* refactor(agc): isolate shader state exports code
Move AGC shader-pipeline state exports and their private machinery into a focused partial.
This move changes code ownership only.
Runtime behavior stays the same.
* refactor(agc): isolate packet patching exports code
Move AGC command-packet patching exports and their private machinery into a focused partial.
The new location makes ownership clear.
Execution behavior does not change.
* refactor(agc): isolate control flow exports code
Move AGC command-buffer control-flow exports into a focused partial.
This change only improves code organization.
Keep runtime behavior unchanged.
* refactor(agc): isolate register packet exports code
Move AGC register-programming packet exports and their private machinery into a focused partial.
This move changes code ownership only.
Runtime behavior stays the same.
* refactor(agc): isolate draw packet exports code
Move AGC draw-command packet exports and their private machinery into a focused partial.
The new location makes ownership clear.
Execution behavior does not change.
* refactor(agc): isolate DMA packet exports code
Move AGC DMA packet exports into a focused partial.
This change only improves code organization.
Keep runtime behavior unchanged.
* refactor(agc): isolate compute fast paths code
Move CPU semantic replacements for recognized compute kernels into a focused partial.
This move changes code ownership only.
Runtime behavior stays the same.
* refactor(agc): isolate compute dispatch code
Move translated compute dispatch handling into a focused partial.
The new location makes ownership clear.
Execution behavior does not change.
* refactor(agc): isolate draw translation code
Move translated guest draw construction into a focused partial.
This change only improves code organization.
Keep runtime behavior unchanged.
* refactor(agc): isolate draw state code
Move AGC render-state decoding into a focused partial.
This move changes code ownership only.
Runtime behavior stays the same.
* refactor(agc): isolate submitted geometry code
Move submitted index and vertex retention into a focused partial.
The new location makes ownership clear.
Execution behavior does not change.
* refactor(agc): isolate texture transport code
Move guest texture transport into a focused partial.
This change only improves code organization.
Keep runtime behavior unchanged.
* refactor(agc): isolate PM4 decoding code
Move submitted PM4 stream decoding into a focused partial.
This move changes code ownership only.
Runtime behavior stays the same.
* refactor(agc): isolate GPU wait lifecycle code
Move submitted GPU wait suspension and resumption into a focused partial.
The new location makes ownership clear.
Execution behavior does not change.
* refactor(agc): isolate orphan preamble recovery code
Move orphan-preamble recovery into a focused partial.
This change only improves code organization.
Keep runtime behavior unchanged.
* refactor(agc): isolate submission runtime code
Move submitted command execution into a focused partial.
This move changes code ownership only.
Runtime behavior stays the same.
* refactor(agc): isolate draw diagnostics code
Move translated-draw diagnostics into a focused partial.
The new location makes ownership clear.
Execution behavior does not change.
* refactor(agc): isolate command packet code
Move general command-buffer packet builders into a focused partial.
This change only improves code organization.
Keep runtime behavior unchanged.
* refactor(agc): place multi-DCB export in submissions
Place the multi-DCB submission handler beside the queue parser and submission lifecycle.
This move changes code ownership only.
Runtime behavior stays the same.
* refactor(agc): place driver configuration exports with its owner
Place tessellation driver configuration handlers beside the other driver resources.
The new location makes ownership clear.
Execution behavior does not change.
* refactor(agc): place software present path in events
Place software presentation beside the AGC flip and event handlers.
This change only improves code organization.
Keep runtime behavior unchanged.
* refactor(agc): place color-control decode in draw state
Place the CB color-mode and hardware-resolve helpers with the other draw-state code.
This move changes code ownership only.
Runtime behavior stays the same.
* refactor(agc): place translated draw buffers in draw translation
Place the translated draw buffer builders with the draw translation pipeline.
The new location makes ownership clear.
Execution behavior does not change.
* refactor(agc): place wait packet helpers in command packets
Place WAIT_REG_MEM encoders and command-packet trace counters with their only consumers.
This change only improves code organization.
Keep runtime behavior unchanged.
* refactor(agc): place draw translation helpers with its owner
Place pixel-input translation helpers and their trace state with the draw translation pipeline.
This move changes code ownership only.
Runtime behavior stays the same.
* refactor(agc): place frame packet trace setting in pm4
Place the frame-packet trace setting with its PM4 consumers.
The new location makes ownership clear.
Execution behavior does not change.
* refactor(agc): place guest memory transfer helpers in submissions
Place guest memory copy and fill helpers with their submitted-command consumers.
This change only improves code organization.
Keep runtime behavior unchanged.
* refactor(agc): place packet identity helper in packet patching
Place packet identity decoding with its packet-patching consumers.
This move changes code ownership only.
Runtime behavior stays the same.
* refactor(agc): place duplicate target trace state in draw state
Place the duplicate-target trace counter with its draw-state consumer.
The new location makes ownership clear.
Execution behavior does not change.
* style(renderer): remove extra spacing from split files
Remove excess blank lines left by the AGC and Vulkan partial extractions.
This cleanup changes formatting only.
Runtime behavior stays the same.
* refactor(agc): keep rebased state in the split renderer
Keep color-metadata state with draw translation after the file split. Restore the complete PM4 helper set. Retain frame publication and metadata tracking that arrived during the rebase.
* fix(gpu): keep acquire memory cache ranges
Keep acquire memory operations separate when their ranges or cache semantics differ.
Merge only matching operations that overlap or touch.
Submit the exact operations as one backend work item to limit queue growth without widening invalidation ranges.
Add focused tests for the changed behavior.
* fix(vulkan): scope guest cache barriers to tracked resources
Use exact buffer and depth-image ranges for ranged guest cache operations. Use a global barrier when the range or image layout is unknown, when no resource matches, or when the operation covers all memory. Record cached texture spans and test each fallback.
* fix(cpu): handle guest image write faults in native code
Keep tracked-page write faults inside the Windows VEH path.
Restore page access, queue dirty pages, and defer managed tracker work until safe execution.
This prevents CLR fail-fast crashes and avoids full tracked-page scans.
Add focused tests for the changed behavior.
* fix(agc): track constant fills as managed writes
Call the managed-writer tracker after the constant-fill fast path writes guest memory. Do not protect a range that the managed memory layer already reports. This prevents an immediate write fault on the same pages.
* fix(cpu): make exception memory reads safe
Probe diagnostic addresses before reading them.
Use ReadProcessMemory for unstable data and keep direct reads only for executable bytes that are active during dispatch.
This prevents the crash reporter from causing a second access violation while it reports a guest fault.
Add focused tests for the changed behavior.
* fix(loader): protect the guest red zone on Windows
Patch faultable memory instructions in System V red-zone functions to run through nearby trampolines.
The trampoline moves RSP while Windows handles a write fault, so the handler cannot overwrite live guest values below the stack pointer.
Add focused tests for the changed behavior.
* fix(audio): correct AJM job argument and size handling
Read the gapless result pointer from the fifth ABI argument and keep reset as the fourth argument.
Use the split-job base size before adding buffer descriptors.
This keeps batch cursors and result writes aligned with AJM.
Add focused tests for the changed behavior.
* fix(vulkan): use all attachments for framebuffer identity
Clamp the framebuffer extent to every color and depth attachment.
Include the color format and view in the depth-framebuffer cache key.
This prevents invalid reuse when one guest image changes attachment views or formats.
Add focused tests for the changed behavior.
* fix(videoout): align captures with complete guest frames
Start a capture at a guest-frame boundary and keep it active across presenter ticks.
End the capture after the next guest flip completes.
Discard interrupted or timed-out captures so later requests can continue.
* fix(shader): keep forward branches after program end markers
Allow a forward scalar branch to target reachable code after S_ENDPGM.
Preserve instruction boundaries and reaching definitions across the program-end marker.
Add a regression test for this control-flow form.
* fix(shader): apply fragment export validity
Apply the EXP.VM flag when a fragment export is conditionally valid.
Suppress invalid color and depth exports in both shader backends.
Add translation and output-mask tests.
* fix(vulkan): declare graphics subgroup operations
Enable subgroup capabilities only for graphics modules that use subgroup instructions.
Declare the required SPIR-V capabilities and execution modes.
Add interface validation tests for vertex and fragment stages.
* fix(vulkan): use flat fragment subgroup inputs
Decorate integer fragment subgroup built-ins with Flat so generated SPIR-V satisfies Vulkan interface validation.
Add focused tests for the changed behavior.
* fix(storage): return usable storage capacity
Add the temporary-data capacity export and saved-data search alias, then report total and free blocks using the platform ABI.
Add focused tests for the changed behavior.
* fix(videoout): send capture requests to guest-frame control
Send the capture hotkey request to the guest-frame capture state machine.
Do not start a host-present capture directly from the window event.
This keeps one request aligned with one complete guest frame.
* fix(videoout): apply metadata-backed image clear patterns
Track metadata fills and constant-buffer fills with their full 16-byte pattern and physical image size.
Decode clear values by target format, including repeated half-float texels.
Apply pending clears when the guest image becomes available.
Add tests for tiled allocation sizes, metadata state, and clear patterns.
* chore(videoout): trace selected image synchronization paths
Add address-filtered traces for compute destinations, guest-image overlaps, and sampled-image binds.
Keep the traces off unless the related environment option is set.
Use the output to compare image synchronization without broad logging.
* fix(vulkan): require a compatible wave size for graphics subgroups
Enable graphics subgroup lowering only when the device reports a compatible native wave size.
Pass the selected policy into shader translation and shader cache keys.
Add policy and interface tests.
* fix(agc): preserve composite depth target extents
Decode attachment width and height from composite depth binding packets and carry them separately from independent context-register state.
Detach irreconcilably mismatched depth attachments instead of shrinking color passes, with focused coverage for packet parsing and fallback behavior.
* fix(cpu): preserve full-width guest callback results
Return the complete 64-bit value from direct and worker-backed guest calls instead of truncating it to 32 bits.
Add fourth-argument support for guest callbacks and cover both ABI behaviors in the native return smoke test.
* fix(shader): key translated programs by checksum
Include programmed shader checksums in decode and compiled-pipeline cache identities so replaced code at a reused guest address cannot resolve to stale translations.
Propagate checksums through compute, graphics, and submitted-geometry translation and cover address reuse with a regression test.
* fix(agc): skip rectangle draws without parameter exports
Track enabled shader parameter exports and reject only non-indexed rectangle draws that have no vertex inputs or parameter exports but still request interpolated pixel inputs.
Treat the rejection as intentional and cover the guarded and preserved draw shapes with focused tests.
* diagnostics(agc): trace video draw chains
Track decoded video planes through recent render-target dependencies and report texture payload summaries, generations, blend state, and viewport data for targeted analysis.
Keep the trace flag, rectangle-skip visibility, and flip-bounded diagnostic state together in this commit.
* fix(agc): snapshot rotating video buffers per draw
Recognize registered decoded-video buffer addresses independently of tracing and bypass address-only upload and texture-content cache shortcuts for those ranges.
This preserves the texels associated with queued draws when the decoder later reuses a rotating guest buffer.
* fix(video): queue decoded frames and honor seek state
Start video decoding with playback, buffer decoded frames on a bounded worker queue, and distinguish pending data from end of stream instead of blocking guest polling.
Preserve pause state across jumps, seek audio and video decoders to the requested timestamp, offset reported times, and deliver the completion warning through the event callback ABI.
* fix(video): load replacement-backed sources through callbacks
Read replacement-backed sources through the guest open, size, offset-read, and close callbacks, materializing a temporary host file for decoding.
Fall back to the ordinary resolved path when the optional replacement interface declines a source, and clean up owned temporary files when sources or players are released.
* fix(video): report decoded stream metadata
Preserve display aspect ratio, color range, primaries, transfer characteristics, frame pitch, and crop information when reporting decoded video streams and frames.
Use the stream's fallback frame rate when its average rate is unavailable, and cover the extended ABI field layout with focused tests.
* fix(video): report extended audio stream format
Populate channel count and sample rate in extended stream details so clients configure decoded PCM output correctly. Add ABI coverage for the audio union layout and duration.
* fix(shader): preserve full LDS single-address offsets
Combine both encoded offset bytes for single-address data-share operations while retaining independent scaled offsets for paired forms. Apply the correction to both shader backends and add decoder and generated-module regression coverage.
* fix(shader): preserve depth comparison filter semantics
Decode the sampler comparison function instead of assuming one operation, and evaluate linear LOD-zero depth filtering per texel before interpolation. Add focused generated-module coverage for comparison functions and the four-tap filtering path.
* fix(agc): create native interpolant mappings
Implement dbOlWdppb4o as sceAgcCreateInterpolantMapping2 and emit packed SPI_PS_INPUT_CNTL register pairs from matched shader semantics. Fill unused entries with identity mappings and cover identity, matched, default, flat, custom, and f16 modes.
* fix(agc): construct primitive state registers
Build context and user-config primitive state independently, merge optional hull-stage state, and select the correct output primitive source. Cover hull handling and derived versus shader-owned output primitives.
* fix(agc): emit native indirect register packets
Emit and parse native indirect context, shader, and user-config register packets. Patch native address and count fields without clobbering control bits, retain legacy packet compatibility, and apply flagged depth-size entries to the correct state.
* fix(agc,video): support guest depth-stencil state
Decode guest stencil attachment, clear, mask, reference, compare, and operation state. Create compatible Vulkan depth-stencil resources and preserve their aspects through render passes, pipeline caching, feedback copies, and barriers.
* chore(diagnostics): add focused guest graphics tracing
Add canonical draw-state summaries with optional descriptor detail filters. Improve guest instruction sampling with thread selection and per-window accounting, and trace register-default handoff provenance.
* fix(video): publish cache identity for depth aliases
Reuse the exact sampled-texture content identity when a depth-backed image resolves successfully. Publish its sampler and write generation so later submissions avoid redundant guest-memory snapshots that the presenter would discard.
* chore(diagnostics): profile guest thread execution
* chore(diagnostics): profile graphics command processing
* chore(diagnostics): profile texture preparation
* chore(diagnostics): profile shader evaluation
* chore(diagnostics): profile address synchronization
* chore(diagnostics): unify performance profiling switches
* fix(video): disable face culling for rectangle primitives
Keep expanded rectangle draws visible regardless of triangle winding. Preserve culling and all other raster settings for other primitive types.
Add regression coverage for each culling combination and unchanged non-rectangle raster state.
* fix(agc): keep depth clears separate from color targets
Remove the color-clear request triggered by the depth-clear control bit. Keep the existing depth, stencil, and color-metadata clear paths unchanged.
* fix(shader): honor pixel input counts and mapped locations
Read only the programmed pixel input controls and use identity mappings beyond that range. Share duplicate-location resolution between both shader backends.
Test input-count bounds, zero-input state, identity fallback, duplicate mappings, and location limits.
* chore(diagnostics): trace interpolant packet and draw mappings
Add opt-in packet fingerprints, register pairs, and consumed draw mappings through SHARPEMU_TRACE_AGC_INTERPOLANT_FLOW.
Limit packet output and unique draw records to 1024 entries. Stop packet scans after the trace limit and keep diagnostic state bounded.
* feat(memory): add GPU memory tracking foundations
Track mapped ranges and page access state.
Keep unresolved faults on the existing error path.
Report memory counters once when shutdown starts.
* feat(memory): map direct memory through shared backing
Create portable host views over a persistent guest backing object.
Route direct and flexible mappings, protection, queries, unmaps, and aliases through one owner.
Preserve private-memory behavior and cover lifecycle, overlap, and failure paths.
* feat(gpu): schedule submissions with timeline completion
Route graphics and compute work through one queue and scheduler. Replace per-submit fences with timeline ticks and preserve batch accounting on every submission path.
Add synchronous worker relay, ordered completion callbacks, and shutdown tests. Keep optional video frame polling nonblocking to prevent a relay deadlock.
* fix(gui): drain pending logs before closing the file
Save all queued output at shutdown without the display batch limit.
Keep console output when file logging is disabled. Add tests for complete and batched drains.
* fix(cpu): bypass managed handlers for debug output
* fix(vulkan): correct image barriers and release texture resources
Include attachment reads and select the source stage for presentation uploads.
Release cached textures at shutdown and retain ownership of sampled image views.
* fix(kernel): service guest exceptions during mutex waits
Deliver pending exceptions outside the mutex lock and resume the wait.
Test delivery without granting ownership and isolate the shared scheduler state.
* feat(gpu): replace buffer snapshots with a tracked buffer cache
Keep guest buffers in device memory and upload changed ranges on use.
Recover CPU access through GPU downloads and preserve guest page permissions.
Manage buffer lifetime through submission completion and remove the old writeback path.
Add buffer, tracking, fault recovery, and descriptor synchronization tests.
* fix(vulkan): use cached buffers for GPU-written geometry
Read current vertex and index data from the buffer cache instead of stale CPU snapshots.
Preserve buffer offsets and complete allocation merges before resolving draw handles.
Add tests for index routing, vertex bindings, and overlapping geometry allocations.
* feat(diagnostics): trace GPU submissions and guest memory reads
Keep a bounded submission history and report memory mappings when buffer reads fail.
Trace scalar loads for the selected shader and reset operation details for each recording.
Add tests for submission history and memory-range reports.
* feat(gpu): replace image snapshots with a tracked image cache
* fix(shaders): bound scalar load memory ranges
* fix(shaders): preserve image bindings across branch paths
* fix(videoout): use the active presentation target
* feat(diagnostics): report image cache and presenter costs
* perf(agc): skip unused context updates during geometry capture
* perf(gpu): skip image uploads before full color clears
* perf(gpu): wake the presenter when submissions complete
* perf(agc): reuse retained vertex data before capture
* feat(diagnostics): report image upload preparation costs
* feat(diagnostics): report vertex snapshot and prepass costs
* feat(gpu): replace command processing and label handling
* test(gpu): use asynchronous waits in the image lock test
* fix(memory): finish GPU work before taking mapping locks
* perf(memory): avoid temporary segments for single-mapping reads
* perf(shader): cache scalar analysis query results
* perf(shader): cache scalar load bounds and batch component reads
* feat(diagnostics): report draw and scalar evaluation costs
* fix(videoout): widen the performance overlay and align it right
* test(videoout): isolate flip state and limit port cleanup
* refactor: remove unused fields and unreachable branches
* fix(kernel): use a private lock for event waiter completion
* feat(gpu): replace draw and compute translation
* fix(memory): select the first available guest address
* fix(gpu): invalidate tracked memory across partial ranges
* perf(gpu): stream repeatedly written buffer pages
* fix(shader): preserve image array coordinates
* fix(shader): order shared memory access across wave lanes
* perf(gpu): cache decoded shader instruction metadata
* fix(gpu): preserve command failures when error logging fails
* feat(profiling): add detailed render and submission timings
* feat(profiling): add optional presentation frame history
* fix(gpu): use storage images for stencil writes
* fix(gpu): support compressed image sampling on macOS
* fix(gpu): check graphics subgroup stage support
* fix(cpu): preserve pending waits during signal delivery
* fix(memory): avoid reserved graphics addresses on macOS
* fix(cpu): preserve vector registers during macOS signal recovery
* fix(loader): protect guest memory accesses on macOS
* fix(avplayer): preserve the playback clock during video catch-up
* fix(kernel): write the complete local time conversion result
* feat(http): parse URI components into guest memory
* feat(profiling): separate GPU wait and submission cleanup time
* feat(profiling): add GPU command completion intervals
* fix(profiling): use the configured shader dump directory
* feat(diagnostics): add Windows crash dump capture
* fix(gui): save console placement and hide it on Options
* fix(renderdoc): use F12 for capture and show the shortcut
* feat(gui): add crash dump controls and enable app0 writes by default
* feat(gui): add overlay modes, corner controls, and GPU usage
* fix(cpu): remove unsafe SSE4a instruction rewrites
* fix(cpu): preserve call width and registers in TLS load patches
* fix(loader): copy TLS initialization bytes after relocation
* fix(memory): extend retained reservations through free ranges
* fix(memory): retry faults after backing view restoration
* perf(memory): use binary search for mapped ranges
* perf(memory): track direct allocations and free ranges
* perf(gpu): reuse completed drains when no work is pending
* fix(gpu): identify image upload failures
* feat(diagnostics): profile guest memory operations
* feat(gui): add performance profiling options
* fix(cpu): allow concurrent native fault callbacks
* fix(cpu): respect instruction boundaries in TLS patches
* fix(cli): preserve the assembly path during relaunch
* fix(cpu): recognize time reads in import loop checks
* fix(diagnostics): capture native thread state safely
* fix(agc): validate shader headers and direct register exports
* fix(gpu): apply bounded embedded vertex offsets
* test(shader): verify unsigned difference instructions
* fix(shader): separate global memory source and destination registers
* fix(debugger): restrict frontend requests and validate tokens
* feat(gui): add the community link
* fix(shader): preserve buffer descriptors across branches
Keep incoming register values for alternate resource paths. Resolve each vertex fetch once and preserve shared bindings. Add branch regression tests and a gated invalid-address trace.
* fix(diagnostics): handle Windows debugger breaks during crash capture
Identify debugger breaks from the system module and thread entry. Resume only verified first-chance breaks and preserve application exception handling. Add regression tests for repeated breaks and crash dumps.
* fix(memory): recover late writes after page protection is removed
Track write-access restoration for each watched page. Retry a late write only when the mapping and host permissions still allow it. Reject repeated faults and stale mapping evidence. Add page-watch and native fault regression tests.
* feat(gpu): replace shader and pipeline caches
Resolve shader resources with a cached value graph. Share binding layouts between Vulkan and Metal. Keep descriptors until each GPU submission completes. Add shader access to device addresses and global data share memory. Correct typed buffer formats. Remove the replaced code paths.
* fix(shader): add signed 24-bit multiplication
Decode signed 24-bit multiplication in both instruction formats. Sign-extend the low 24 bits of each input. Store the low 32 bits of the product. Preserve the destination when its lane is inactive. Add Vulkan and Metal translation support and regression tests.
* fix(shader): add signed 16-bit packing
Decode signed 16-bit packing in the extended instruction format. Clamp each signed input to the 16-bit range and pack both results into one register. Add Vulkan and Metal translation support. Preserve inactive destinations and add regression tests.
* fix(shader): add 64-bit shared-memory reads
Decode single and paired 64-bit reads. Load local or global shared memory with the required offsets. Preserve the source address when destination registers overlap it. Keep inactive destination registers unchanged. Add Vulkan and Metal translation support and regression tests.
* fix(shader): add paired 64-bit shared-memory writes
Decode both paired-write forms. Write independent source-register pairs to local or global shared memory. Apply eight-byte or 512-byte offset scales. Use only the first source pair when offsets are equal. Preserve memory for inactive lanes and add regression tests.
* fix(shader): add thread-indexed local-memory writes
Decode the thread-indexed write instruction. Form each address from the low 16 bits of M0, the byte offset, and four times the lane index. Preserve memory for inactive lanes. Enable the required Vulkan lane input and add regression tests for both shader backends.
* fix(shader): handle traps without an installed handler
Decode the shader trap instruction and retain its eight-bit trap ID. Treat the instruction as a no-op under the current no-handler model on Vulkan and Metal. Preserve shader state and continue execution. Keep unknown-opcode checks and add regression tests.
* perf(gpu): avoid allocations in small image queries
Store up to 16 image identifiers inline and use overflow storage for larger queries. Replace the capturing owner callback with an indexed loop. Preserve query order, duplicate filtering, and snapshots during image removal. Add allocation and query regression tests.
* perf(avplayer): reuse private video frame buffers
Recycle a delivered frame only after a new frame is available. Keep reusable storage separate for each playback and drain queued frames before reporting completion. Reuse the conversion buffer after its pending bytes are consumed. Add frame-lifetime and storage-reuse tests.
* perf(agc): copy register packet payloads in bulk
Copy separate register ranges through the guest memory interface. Keep forward word copies for overlapping ranges or when bulk copying fails. Leave null-source payloads unchanged for the caller to fill.
* perf(memory): avoid segment lists for single-mapping transfers
Write and copy through the backing alias when each range fits one mapping. Preserve range checks, locking, and overlap handling. Keep the existing path for transfers across mappings.
* perf(memory): allow independent protection updates
Use address-range locks for transient protection updates. Keep mapping changes and disposal exclusive. Preserve lock order, release locks on failure, and reject protection requests after disposal.
* perf(cpu): wake ready threads with queue notifications
Replace ready-thread polling with notifications under the scheduler lock. Notify the dispatcher when work is queued, an executor is released, or shutdown starts. Finish slice accounting before releasing executor ownership.
* fix(videoout): validate output settings and report refresh codes
Use refresh-rate codes in output status. Check configuration arguments and reject unavailable output modes. Preserve validation errors and output buffer boundaries.
* fix(videoout): share vblank counts across waits and events
Use one display clock per port for vblank status, waits, and events. Report counters for the latest vblank boundary. Wake the event worker when subscriptions change or shutdown starts.
* fix(videoout): apply per-port flip mode timing
Use each port refresh rate to pace flips. Apply window margins and keep ASAP flips unrestricted. Let multiple-flip requests share the next vblank boundary after readiness without applying the flip rate. Cancel CPU waits when the port closes.
* test(agc): cover register copies across backing views
Verify register payload bytes, the returned packet address, and the command-buffer cursor when the source and destination span separate backing views.
* feat(diagnostics): report slow window event polls
Record poll totals and the four longest calls per report interval. Require frame tracing and an active render scope. Preserve event handling and omit event types when no event is returned.
* feat(diagnostics): profile register packet writes
Measure import dispatch, packet setup, and payload copies. Count copy paths and emitter results. Require performance profiling and frame tracing, and report cumulative inclusive times.
* feat(diagnostics): profile shader resource resolution
Measure resource resolution phases, managed allocations, and source activity. Require performance profiling and frame tracing. Report cumulative inclusive times with invariant decimal formatting.
* feat(diagnostics): save shader planning inputs
Save decoded instructions and resource graphs before descriptor validation. Record planning failures under the existing shader dump switch and address filter. Report file errors without replacing the shader rejection.
* feat(diagnostics): save shader variant inputs and modules
Save cache comparisons before translation and pair each variant with its compiled module. Capture indirect image failures under the existing shader dump controls. Create failure callbacks only when the dump gate matches.
* perf(memory): avoid copies in dirty-page range checks
Test intersecting page-mask words directly instead of creating a masked copy. Preserve half-open range bounds and existing region validation.
* feat(diagnostics): profile buffer uploads
Report buffer upload ranges, byte counts, and slow synchronization calls under frame tracing. Associate device-address uploads with shader program hashes. Read hot-page byte counts under the region lock. Keep counters bounded and report decimals in a fixed format.
* feat(diagnostics): trace guest thread handoffs
Record bounded thread transitions, mutex handoffs, and semaphore signals under frame tracing. Preserve thread identities and wake results. Reset traces at session start and write them at shutdown. Keep trace output failures from interrupting native cleanup.
* feat(diagnostics): trace command submission flow
Record bounded submission, queue, and presenter wait events under frame tracing. Correlate records by queue and submission identifiers. Reset the trace at session start and close it at shutdown. Keep trace output failures from interrupting cleanup.
* feat(diagnostics): profile memory faults and protection
Record fault, protection, and lock timings under frame tracing. Separate tracker and image-cache activity. Prepare thread-local state before guest execution. Report cumulative measurements without changing memory protection or lock ownership.
* feat(gui): expose strict shader mode and enable it by default
Add the strict compute switch to global and per-game debug options. Stop on shader rejections unless skip mode is explicitly selected. Preserve disabled overrides and apply the saved choice at launch. Document the default and skip behavior.
* fix(shader): implement unsigned vector xor-add
Decode V_XAD_U32 and apply XOR followed by wrapping addition in Vulkan, Metal, and resource evaluation. Add tests for literal sources, overlapping destinations, and inactive execution lanes.
* fix(gpu): replace incompatible image backing types
Replace single-row image backings when a view requires a different dimensional type. Preserve cached subresources, current contents, and deferred release. Copy between 1D and 2D images through a GPU buffer. Add cache and binding regression tests.
* fix(shader): add thread-indexed local-memory reads
Decode the thread-indexed read instruction. Form each address from the low 16 bits of M0, the byte offset, and four times the lane index. Preserve inactive destination registers. Add Vulkan and Metal translation support and regression tests.
* test(stdio): synchronize concurrent file operations
Run blocking file operations on dedicated threads. Check that close and seek block before releasing the read. Join workers before cleanup and identify failed synchronization checkpoints.
* fix(cpu): read Linux diagnostic memory safely
Use process_vm_readv to read host memory outside the allocation tracker. Reject incomplete reads and test access across a protected page.
* fix(cpu): defer native callback allocation
Create the import callback thunk when it is first needed. Reject native execution outside an x64 process and declare that requirement in backend tests.
* fix(memory): use address-space protection granularity
Keep the native page-size requirement and let test address spaces declare their granularity. Use one host-memory backend for tracker allocation and queries. Keep the test fatal handler active through cleanup.
* test(cpu): isolate POSIX signal recovery state
Prevent signal recovery tests from overlapping other test collections. Restore the previous backend after each test.
* test(metal): resolve fixture buffer descriptors
Materialize buffer descriptors before compiling compute fixtures. Check the resolved formats and update the matching shader snapshots without changing expected device results.
* test(memory): require supported native page protection
Declare the 4 KiB host page requirement for image tracking and backing-view fault tests. Skip these tests on unsupported hosts without changing production checks.
* fix(memory): isolate write-tracker warm-up pages
Use a dedicated host mapping for protection warm-up. Release the mapping after removing its tracker entry. Check native page permissions in the tracker tests.
* fix(memory): track POSIX backing-view query state
Share view mapping and protection records across host memory queries. Preserve committed state for inaccessible pages and round partial-page changes to host pages. Update protection records without allocating during faults.
* test(memory): use valid portable guest ranges
Probe free addresses within the guest range instead of relying on fixed or host-selected addresses. Respect guest and host alignment. Allocate output storage independently of fixed guest image addresses.
* fix(memory): preserve execute permissions during writes
Request writable protection without execute permission for non-executable private memory. Add a regression check that rejects unnecessary executable protection. Restore the original protection after the write.
* fix(cpu): resolve Linux TLS through libpthread
Load Linux thread-local storage functions from libpthread.so.0. Resolve the native TLS lookup from the same library to support glibc versions before the libc merge. Keep macOS imports unchanged.
* fix(kernel): connect sockets without thread-pool waits
Use synchronous TCP connection handling for the blocking guest call. Remove the fixed task wait that could reject connections under thread-pool load. Add tests for occupied workers, refused connections, and descriptor lifetime.
* fix(gpu): prepare device memory and guard inactive loads
Keep active buffers resident and upload read-only device-address ranges before use. Preserve pending faults when the output buffer is full. Prevent inactive lanes from loading global memory.
* feat(gpu): trace device-address memory faults
Select the first fault page when memory tracing is set to auto. Record the shader, instruction, and address for a fault. Trace buffer registration, preparation, and collection for the selected page.
* feat(gpu): trace buffer readback callers
Record buffer readback callers, ranges, byte counts, and elapsed time. Bound the collected ranges and report calls beyond the limit. Enable these details only when both performance profile switches are set. Add tests for caller separation, report gates, and counter limits.
* perf(kernel): skip occupied ranges during address search
Check kernel reservations before asking the backing store to reserve an address. Keep aligned gaps and reusable reservation hints. Add tests for occupied ranges, alignment, and address overflow.
* fix(gpu): correct shader resource selection and data sharing
Support data-share swizzles on Vulkan and Metal. Bound indirect resource selectors from wave-mask inputs. Resolve sampled image variants with their resource types and include selector state in program identity. Add compiler and device regression tests.
* refactor(gpu): centralize guest buffer ownership and lifetime
Track buffer identity, page ownership, recency, and retirement in one registry. Separate upload preparation, download planning, merge bounds, and collection policy. Preserve GPU synchronization and add registry and device regression tests.
* fix(shader): support unsigned 16-bit packing
Clamp each unsigned input to 16 bits. Pack the first input into the low half and the second input into the high half on Vulkan, Metal, and the resource evaluator.
* fix(memory): reject overlapping fixed allocations
Reject committed pages when an exact allocation shares a host reservation. Keep adjacent allocations valid and preserve existing memory regions.
* fix(kernel): implement AIO waits and correct array arguments
Return recorded completion states for single-request waits. Use the correct argument order for array waits and polls. Validate request IDs and guest memory accesses.
* fix(shader): implement scalar signed absolute value
Decode S_ABS_I32 and emit it on Vulkan and Metal. Preserve the minimum signed value and update the scalar condition flag. Match these results in resource evaluation.
* fix(shader): implement three-input vector XOR
Decode V_XOR3_B32 and combine all three inputs on Vulkan and Metal. Apply the same operation during resource evaluation.
* fix(shader): implement scalar bit clear
Decode S_BITSET0_B32 and clear the selected destination bit on Vulkan and Metal. Preserve the condition flag and retain the destination input for scalar bit updates.
* fix(gpu): keep depth export format from enabling pixel shaders
Use shader control flags to detect depth and coverage effects. Do not activate a pixel shader for a depth-only draw because an export format remains set.
* feat(runtime): trace failed imported data writes
Report whether a failed relocation target is readable and list its tracked memory regions. Keep the details under the existing data-rebind logging switch.
* feat(kernel): trace guest-tracked mutex self-locks
Include adaptive mutex self-lock failures in the existing fast-path trace. Keep the lock behavior and return codes unchanged.
* feat(savedata): trace failed mount requests
Report the directory and mount mode when a save mount is missing or busy. Use the existing save-data logging switch.
* feat(gpu): trace pixel shader draw inputs
Include the pixel shader address, hash, and user data in the existing AGC trace.
* feat(gpu): trace pixel register writes
Log pixel shader register writes when AGC tracing is enabled. Include the packet or table address and the shader address.
* feat(gpu): report sources of invalid shader resources
Include shader and descriptor details when a buffer starts in unmapped memory or a sampler has an invalid anisotropy ratio. Keep the existing validation checks.
* fix(kernel): correct AMPR event filter identifiers
Use the required filter identifiers for AMPR and AMPR system events. Add a regression test for both values.
* fix(gui): add missing Azerbaijani option text
Add labels and descriptions for crash dumps, performance profiling, strict shader checks, and the performance display.
Fixes the REX.B prefix on the VEH entry spinlock's lock cmpxchg, which was
compare-exchanging on [rcx] instead of [r9] and therefore never guarding
anything.
Matches TLS and stack-canary patterns at instruction boundaries instead of
byte by byte. Without it GTA V dies at ~5s on a write through a register the
patcher had left unloaded; with it the title reaches its pause menu.
Co-authored-by: Foued Attar <attar.foued@gmail.com>
The linear scanner consumed leading 0x66 bytes without checking that the
candidate starts on an instruction boundary. A short jump whose disp8 is
0x66 (EB 66) directly followed by a 66-prefixed FS:[0] load made the
patcher treat the displacement as a prefix and write its call opcode over
it, rewriting 'jmp forward past the TLS access' into 'jmp backward' -- an
infinite loop. GTA V's AGC resource destructors hit exactly this shape and
leaked the entire heap inside a container drain before any frame was
presented.
Reject candidates whose preceding byte is 0xEB: a bare EB can never be the
last byte of a valid instruction, so such a position is provably
mid-instruction. The outer byte scan then retries at the next offset,
which is the true boundary, and the patch lands correctly.
* [Codec/Native] Real H.264 decode for sceVideodec2, fix TLS loader missing the main module
sceVideodec2 was a capability-only stub: the game's video pipeline
worked end-to-end but never produced a picture, so intro/cinematic
videos stayed black even though playback "completed" without errors
(confirmed on Ghost of Yotei's intro cinematic).
- Videodec2Decoder: owns an FFmpeg H.264 session per decoder handle,
running decode and presentation pacing on their own threads (never
the guest thread) so a whole clip isn't decoded faster than it can
be displayed. Converts to BGRA and submits straight to
VulkanVideoPresenter, bypassing guest memory the same way the
existing Bink2 path does.
- Videodec2Exports: wires the real decoder into
sceVideodec2CreateDecoder/Decode/Flush/Reset/DeleteDecoder, falling
back to the original no-picture stub whenever FFmpeg is unavailable
or a given decoder failed to open.
- VulkanVideoPresenter: decoded frames were being dropped under a
single "latest wins" slot the render loop didn't always poll in
time before the next frame overwrote it. Queues pending video
presentations the same way guest-image flips already are.
- DirectExecutionBackend: the TLS load patcher's one-shot scan missed
the main game module when the entry point resolves to a separate
bootstrap allocation, and never re-scanned lazily-committed pages
patched in afterward -- both left FS:[0] TLS loads unpatched,
causing an early mutex-spin boot stall (reproduced on Demon's
Souls: stuck at import #256). Now scans both the entry point's own
allocation and the standard PS5/PS4 image base, and re-scans each
newly committed executable range as it's touched.
* [GUI] Add a toggle for SHARPEMU_FORCE_SUBMIT_ORPHAN_PREAMBLES
This flag already existed as an AGC workaround (forces queued GPU
command-buffer preambles through when their target queue never picks
them up, unblocking titles stuck on a WAIT_REG_MEM that never
signals) but was only reachable by setting the environment variable
by hand. Expose it as a checkbox next to the other env toggles, in
both the global Options panel and the per-game settings panel, so it
can be turned on for a specific title without touching a shell.
* [GUI] Add remaining language translations for the new env toggle
The previous commit only added the new key to en.json/fr.json,
relying on Localization's runtime fallback to English -- but
LocalizationTests.EmbeddedLanguages_ContainEveryEnglishOptionsKey
requires every Options.* key to exist in every embedded language
file, which broke CI on all three build jobs. Fills in the
remaining 13 languages.
* fix(kernel): implement APR ResolveFilepathsWithPrefixToIdsAndFileSizes
Resource streamers resolve relative paths against a shared prefix; without
this HLE every call returned NOT_FOUND and assets never got real ids/sizes.
* fix(remoteplay): stub Initialize and GetConnectionStatus as disconnected
Titles probe Remote Play during pad/network bring-up; unresolved imports
returned NOT_FOUND. Report initialized + disconnected so callers take the
normal offline path.
* fix(agc): accept Gen5 hull shaders that omit PGM_LO/HI in CreateShader
Type-5 headers can start with RSRC1/RSRC2; rejecting them left null handles
and Main Thread AVs. Scan the SH table and skip PGM patch when absent.
Co-authored-by: Cursor <cursoragent@cursor.com>
* fix(kernel): reject getdents on file fds and emit . / .. for empty dirs
Returning rax=0 for non-directory or empty listings looked like EOF and
let GTA treat the fd as a pointer (fiWriteAsyncDataWorker AV at 0xB1).
* fix(hle): enable GuestImageWriteTracker CPU sync on Windows
Windows previously hard-disabled the tracker, so CPU-written guest
planes never marked dirty and host textures stayed empty. Arm pages
with VirtualProtect, handle write AVs in VEH, and warm/test on
VirtualAlloc memory so protect cannot poison the CRT heap.
* fix(agc): skip CB metadata draws for EliminateFastClear/Fmask/DCC
CB_COLOR_CONTROL modes 2/5/6 are colour-buffer metadata ops; applying
the bound shader as a normal colour draw corrupts subsequent composites.
Decode MODE from bits [6:4] and return before translate.
* fix(agc): merge Prospero attrib-table formats onto IR vertex inputs
IR-discovered BufferLoadFormat often keeps a stale float sharp format;
patch DataFormat/offset from the AGC attrib table (semantic index),
allow offen fetches, and map quirks 113/121 through NarrowVk for host
vertex input.
* fix(audio): harden AudioOut2 stack out-buffer writes against canary smash
Titles that stack-allocate AudioOut2 outs next to the frame canary were
corrupted by oversized or mistyped HLE writes; keep ContextPush pacing.
* Revert "fix(memory): reserve only large regions (#608)"
This reverts commit 8f9456229a.
* fix(gpu): decode Gen5 R16 and RG32 render-target formats
* fix(audio): AudioOut2 host beds, deeper waveOut queue, AJM MP3
GTA V Enhanced routes intro/menu audio through AudioOut2 and FMOD's AJM
MP3 path. Wire PortCreate/PortSetAttributes/ContextPush to dual host
stereo streams, deepen WinMM queue to 128KiB, and decode AJM codec 0
with a stateful NLayer helper so menu music is not silent.
* fix(agc): map PS interpolants via SPI_PS_INPUT_CNTL semantics
Identity ATTR→param wiring ignored hardware remapping, so UI draws
got wrong (or empty) interpolants. Pack CNTL from matched PS/GS
semantics, thread it into Vulkan/Metal as Location/Flat, and fingerprint
it in the graphics shader cache key.
* fix(agc): rect-list/NGG strips, Index8 expand, and GE_INDX_OFFSET
NGG single-rect UI needs triangle-strip expansion; Prospero Index8 must
expand to host u16; glyphs need base vertex from GE_INDX_OFFSET. Skip
param-less rect-lists instead of inventing colour draws.
* fix(np): report GTA Story Mode addcont entitlements as owned
NpEntitlementAccess was returning an empty add-on list, so GTA V Enhanced offered Buy Story Mode. Publish the installed license labels and stub premium-event registration so offline sessions take the owned path.
* fix(cpu): prefer native workers for all guest entry stubs
Route thread entry, continuation, and main entry through RunGuestEntryStub so guest stubs are not invoked above CLR-managed frames (UnmanagedCallersOnly FailFast). Keep requireNativeWorker for tbb_thead; other paths prefer workers with calli fallback.
* fix(agc): implement Rewind/Jump writers and IT_REWIND waits
GTA Subrender AVs came from AcbJumpGetSize / DcbRewind returning NOT_FOUND as packet sizes. Add IT_REWIND and INDIRECT_BUFFER writers, patch SetRewindState into the GPU wait registry, and nest-parse 4-dword jumps.
* fix(gpu): use AddrLib ExactXor for Gen5 Standard256B (mode 1)
Mode 5 already had Standard4K ExactXor; mode 1 still used the generic StandardSwizzle block table, which mis-detiles Gen5 UI atlases.
* Revert "fix(cpu): prefer native workers for all guest entry stubs"
This reverts commit 31c4db0d3886dbc51cc6cbc1a4a5432d678ab113.
* fix(memory): commit-first large maps; reserve only on failure
Replace the #608 always-reserve-only exact-map path with allocate-first and lazy reserve fallback when a huge non-exec commit cannot be satisfied. Prime and widen GetPointer commit so the fallback path is safer for native walkers. Drops the need for a hard #608 revert.
* [Agc] Implement fused shader half exports
* fix(agc): accept optional hull state in CreatePrimState
Port the CreatePrimState hull-optional path from #583 so fused HS pipelines (GTA) are not rejected with INVALID_ARGUMENT. Geometry-derived CX/UC writes are unchanged; hull is traced only.
* fix(videoout): restore thread-safe VulkanHostBufferPool (#564)
The 6db095e wipe dropped CasualcoderDev's lock-ordering-safe pool. Concurrent Return/TryTake without the gate races after the first present and can hang the submit path.
* Revert "fix(agc): implement Rewind/Jump writers and IT_REWIND waits"
This reverts commit bec77bf083dd4037455721e6874023bd05fbdb79.
* test(memory): align lazy-commit expectations with commit-first policy
Fake hosts must reject Allocate so reserve-only paths still run, and GetPointer asserts the 32 MiB prime range including AlignUp spill.
* diag(gpu): log guest-queue backlog breakdown under backpressure
Rate-limit top work types and ordered debugName prefixes when the Vulkan guest work queue stalls, so North Yankton logs show acquire/label vs draw traffic instead of only VulkanOrderedGuestAction.
* perf(agc): coalesce acquire flushes and batch non-DMA label wakes
Flush pending ACQUIRE_MEM invalidation at draw/dispatch/dma/flip boundaries instead of before every packet, and complete release/write-data producers in the same ordered action so load paths enqueue far fewer VulkanOrderedGuestAction items.
* perf(gpu): wait for ordered-action fences and keep draining sync
On Windows/Linux, block briefly for queue-visibility fences instead of deferring the whole logical queue for the tick. Prefer ordered sync/flip heads under backlog pressure, and keep macOS non-blocking defer behavior.
* perf(gpu): raise sync-item ceiling above payload guest-work cap
Apply SHARPEMU_PENDING_GUEST_WORK_ITEMS mainly to compute/draw/image payload work, and allow a higher SHARPEMU_PENDING_GUEST_SYNC_ITEMS ceiling for zero-payload ordered actions and flip markers. Keep the byte budget as the RAM safety valve.
* fix(gta): stub Voice ports and implement sceKernelCheckReachability
Resolve North Yankton-path Voice Create/Delete/Connect/Disconnect/End NIDs and EnumerationThread reachability checks so leftover unresolved imports are not on the critical path.
* diag(gta): arm flip/present/wait probes after North Audio
Rate-limited load_progress TRACE for flip submit, ordered flip enqueue, present taken/not-taken, and GPU wait backlog so North Yankton freezes can be classified without full AGC tracing.
* fix(ampr): restore sequential offset=-1 reads for streamer packs
Re-wire PakDirectoryTracker into sceAmprAprCommandBufferReadFile (dropped in #216) so RAGE sequential pack reads no longer fail while the North Yankton UI keeps flipping. Also rate-limit CheckReachability miss paths for EnumerationThread diagnosis.
* fix(hle/videoout): Windows GuestImage opt-in and keep GTA intro without sync
Default the tracker off on Windows to avoid VirtualProtect thrash, gate AGC
texel-copy skips on Enabled so guest Bink planes keep shipping pixels, and
drain CPU-written images on the present thread when sync is opted in.
* fix(videoout): probe guest content when tracker off so UI can skip copies
Restores upload-known/texture-cache skips for Dead Cells menus, and uses a
sparse guest-memory fingerprint when GuestImageWriteTracker is disabled so
CPU-updated Bink planes still force texel copies for GTA intro.
* fix(audio): keep 128KiB host queue AudioOut2-only
Restore the default 32 KiB (~171 ms) PCM bed for classic AudioOut so
titles like Dreaming Sarah stay in sync; only AudioOut2 opens the deeper
queue needed for bursty FMOD Push on GTA.
---------
Co-authored-by: samto6 <123419830+samto6@users.noreply.github.com>
* [Core/Dlsym] Restore normalize-dlsym-arguments and deferred bootstrap tracing from PR #94
PR #216 regressed two critical features from PR #94:
1. NormalizeKernelDynlibDlsymArguments — handles argument reordering
when standalone bootstrap loaders call sceKernelDlsym through the
bridge with (symbol_ptr, handle, out) instead of the standard
(handle, symbol_ptr, out). Without this, payloads like elfldr-ps5
and websrv-ps5 fail with a deterministic UnmanagedCallersOnly
fail-fast.
2. Deferred bootstrap tracing — ring-buffered import logging that
drains after the hot path, avoiding per-call Console.Error I/O.
Also restored:
- CompleteKernelDynlibDlsymFailure — centralized error handling
- IsPlausibleDynlibSymbolPointer — pointer bounds validation
- COW snapshot of _importEntries in ProbeReturnRip
- ResetLazyDlsymStubState and lazy-dlsym field infrastructure
- DraftDrainDeferredBootstrapTraces in Execute() finally block
Fixes#530, fixes#531
* fix: remove orphaned _importNidHashCache.Clear() reference
The field _importNidHashCache no longer exists on main (removed post PR #94).
The 3-way merge incorrectly restored the .Clear() call without the field
declaration, causing a build failure on all platforms.
---------
Co-authored-by: tru3 <tru3@tru3.com>
* Cpu/Kernel: harden VEH trampoline and keep TBB on native workers
Route FastFail/CLR/stack-overflow around managed VEH, serialize managed
entry with a recursive spinlock, require native workers for tbb_thead,
and abandon pthread mutexes when a guest thread is torn down by worker
abort so splash waiters are not left holding locks forever.
* Cpu: soft-fail TBB native worker storms and cap concurrent Runs
Throwing on worker/prologue faults killed the process mid tbb_thead
burst (FailFast 0xC0000409). Soft-return 0x80020012, limit in-flight
native Runs (default 2), and keep prewarm small so back-to-back boots
do not need an artificial settle delay.
* Agc/VideoOut: poison-only empty-SRT reject and clear procedural ES/PS
Skip QueueSubmit only when Address-0 image slots remain; run the
Astro title clear pair via CmdClearColorImage so the pass executes
without descriptors that lose the device.
* VideoOut: recreate swapchain with fallback extent on 0x0 surface
Minimized Win32 surfaces report 0x0 / MaxImageExtent=0; deferring
recreate forever left an OutOfDate swapchain with no presents.
Clamp to last/default size and recreate instead of early-return.
* Psml: stub MFSR init/shared/context and dispatch packet size
Astro Bot asserts in GfxRenderStagePSSR when scePsmlMfsrInit is unresolved
(Mfsr initialized failed). Soft HLE for the MFSR shared-resource and
800M3_2 context path plus dispatch packet size lets boot pass splash to
first frame without claiming real upscaling.
* Psml: stub MFSR GetDispatchMfsrPacket900 for logo PSSR
Astro StartLevel ps_logo asserted GfxRenderStagePSSR.cpp:266 when
GetDispatchMfsrPacket900 (RUNLFro+qok) was unresolved. Return SCE_OK
from SizeInDwords so the 900 fill runs, soft-clear the guest packet
buffer, and register 1000/1100 siblings for the same ABI.
* [ShaderCompiler.Metal] MSL translator core: dispatcher, EXEC model, compute stage
The Metal codegen backend, rebuilt on the merged backend-neutral
abstractions (replacing the pre-abstraction spike): consumes
(Gen5ShaderState, Gen5ShaderEvaluation) and emits MSL text; the renderer
owns MTLLibrary compilation, mirroring the emitters-produce-bytes rule
the Vulkan sibling documents.
The execution model mirrors Gen5SpirvTranslator: one invocation per GCN
lane (wave32 — natively the Apple simdgroup width), a typeless uint
register file with as_type<float> bitcasts, EXEC/VCC as per-lane bools
whose guest-visible mask registers materialize via simd_ballot, and the
same PC-dispatcher loop over basic blocks with the
SHARPEMU_SHADER_MAX_STEPS iteration guard and the dominating-scalar-
definition dataflow for buffer binding resolution. Unlike SPIR-V, MSL
permits shared prelude functions, so unaligned/subdword buffer access
is a range-checked device-uchar* helper instead of per-site inlining;
buffer byte lengths and the compute dispatch limit travel in one
reserved SharpEmuUniforms constant buffer (Metal has no OpArrayLength).
This first slice covers the compute entry point end to end: scalar/
vector ALU core (moves, int/float arithmetic, FMA family, shifts,
bitfield ops, min/max/med3, conversions, transcendentals with the Tau
scale on sin/cos), the full VCmp/VCmpx compare matrix writing VCC/EXEC,
the saveexec family, scalar compares and SCC-updating SOP2 forms, lane
ops (readfirstlane, mbcnt), VOP3 abs/neg/clamp/omod modifiers, scalar
memory, and raw global/buffer loads, stores, and atomics with EXEC
guards. Unsupported opcodes fail loudly with pc + mnemonic. SDWA/DPP,
typed format loads, LDS, images, and the pixel/vertex stages follow in
the next phases.
Tests live in their own self-contained project (the per-backend model:
depends only on the codegen under test): hand-assembled synthetic
fixtures drive the real decoder end to end, structural assertions and
golden-MSL comparisons run on every platform since translation is pure
text generation, and goldens regenerate via SHARPEMU_UPDATE_GOLDENS=1.
* [ShaderCompiler.Metal] Real-device runtime tests: compile + execute on the GPU
Lifts the spike's objc_msgSend LibraryImport harness (MTLDevice /
MTLCompileOptions with fast-math off, as a real Metal backend must
compile) onto the new translator contract: the guest data buffer binds
at index 0 and the SharpEmuUniforms constant buffer (dispatch limit +
buffer byte lengths) at index 1.
Three runtime tiers on hosts with a Metal device (no-op elsewhere so
Windows/Linux CI stays green): every fixture's emitted MSL must be
accepted by the OS runtime Metal compiler; the exec-store program must
produce bit-exact GPU results including the EXEC-masked store that must
not land; and a scalar countdown loop must iterate through the PC
dispatcher (s_cmp_lg_u32 + s_cbranch_scc1 across five round trips).
The loop fixture also fixes its own hand-assembly: s_sub_i32 sets SCC
to signed overflow, not result-nonzero, so the loop condition uses an
explicit compare.
* [ShaderCompiler.Metal] Phase 2: scalar/vector ALU parity with the SPIR-V translator
Ports the remaining ALU semantics from Gen5SpirvTranslator.Alu so the two
codegens cannot disagree on instruction behavior:
- Carry/borrow family (v_add_co/_ci, v_sub_co/_rev, v_subb/_rev) with the
carry mask written to the VOP3 scalar destination or VCC, ANDed with
EXEC; v_mad_u64_u32 with the 64-bit pair result and carry-out.
- Full SDWA support: byte/word source selects with sign-extension,
integer abs/neg modifiers, and destination-select merge (zero-fill,
sign-extend, preserve) into the previous register value.
- DPP16/DPP8: quad permute, row shl/shr/ror, mirror/half-mirror,
broadcast and xor controls via simd_shuffle, bound-control and
row/bank write-enable masks, fetch-inactive handling; DPP-predicated
compares merge into VCC.
- Lane ops: readfirstlane from the first EXEC-active lane via
ballot+ctz, readlane/writelane, permlane16/permlanex16.
- 64-bit scalar ops over SGPR pairs in real ulong arithmetic (logic
family, shifts, bfe/bfm with width clamping, wqm quad expansion,
cselect, mov, s_getpc) plus the B32/B64 saveexec families.
- Sopk forms decode the signed 16-bit immediate and s_cmpk compares the
destination register; SOPC scalar compares including s_bitcmp0/1.
- Conversions: f16<->f32 via as_type<half>, pkrtz with round-to-zero
mantissa truncation, pknorm via pack_float_to_{s,u}norm2x16, pk_u8
byte insert, off_f32_i4 table, rpi/flr rounding; cube id/sc/tc/ma
decision trees; v_cmp_class_f32; VCCZ/EXECZ/SCC readable as data.
Also fixes a real phase-1 bug the reference surfaced: fmamk/fmaak
sources arrive in natural order from the decoder, so all MAD/FMA forms
are fma(src0, src1, src2) — the previous operand swap computed
v1*v2+K for v_fmamk (should be v1*K+v2). The regenerated fmac golden
shows the corrected expansion, and mirroring the SPIR-V translator,
v_mul_u32_u24 is a full 32-bit multiply (only the hi/mad forms mask).
All 13 Metal tests pass including the real-GPU execution tier.
* [ShaderCompiler.Metal] Phase 3: typed format loads, LDS, and D16 subdword memory
Typed MUBUF/MTBUF loads convert through the descriptor's GFX10 unified
format at execution time, mirroring the SPIR-V translator: the prelude
bakes a 128-entry format table from the shared Gfx10UnifiedFormat
decoder (compiled shaders may be reused with new SRDs, so decoding must
stay dynamic), per-component layouts for the legacy DATA_FORMAT values
drive range-checked unaligned loads, NUM_FORMAT conversion handles
unorm/snorm (clamped at -1)/uscaled/sscaled/uint/sint/float including
f16 and the 10/11-bit unsigned mini-floats of 10_11_11 / 11_11_10, the
missing-component default is one in the format's domain, and dst_sel
swizzling comes from descriptor word 3. Format stores stay raw dword
stores like the reference.
LDS lands as 32 KB of threadgroup memory (gated on the program actually
using DS ops so occupancy is not taxed): ds_read/write b32/b64/b96/b128,
the write2/read2 pairs including st64 scaling, and ds_add_u32 as a
relaxed threadgroup atomic, with EXEC-guarded writes and the address
masked into bounds. Subdword loads/stores gain the D16/D16Hi variants
that merge into one half of the destination register (and shift the
source for high stores), classified the same way as the reference.
New GPU-executed fixture: an LDS round trip (write literal, s_barrier,
read back, store to the buffer) passes bit-exact on a real Metal device
alongside the existing tiers.
* [ShaderCompiler.Metal] Phase 4: pixel stage, images, and interpolation
The pixel entry points land with the same contract as the SPIR-V
translator (single-target and MRT forms, validated for unique guest
slots and dense host locations): the emitted fragment function takes a
stage_in struct carrying [[position]] plus the interpolated attributes
discovered from the program's V_INTERP controls, writes an output
struct with one [[color(hostLocation)]] attachment per binding typed by
its Float/Sint/Uint kind, seeds pixel-input VGPRs in SPI_PS_INPUT_ADDR
compact order from the fragment coordinate, keeps EXEC masking through
translation, and discards lanes that exit with EXEC off. Exports write
MRT targets per component under EXEC (disabled components keep their
previous value) including compressed half-pair exports; vertex-target
exports no-op until the vertex stage.
Images arrive as texture2d<float|int|uint> arguments (storage bindings
as access::read_write) with samplers alongside, classified from the
descriptor's unified format via the shared Gfx10UnifiedFormat decoder
and resolved per instruction with the same dominating-scalar-definition
scheme as buffers. The sample matrix covers implicit LOD, SampleL/Lz,
SampleB, SampleD gradients, PCF compare (manual reference<=texel,
broadcast r,r,r,1), per-lane texel offsets folded into normalized
coordinates by the selected mip extent (Metal sample offsets must be
constants), gather4 including compare and offset forms, clamped
ImageLoad/Mip, bounds-checked EXEC-guarded ImageStore, GetResinfo, and
A16 packed addresses / D16 packed data in both directions.
Graphics stages model LDS as per-invocation scratch (the SPIR-V
Private-array trick) instead of threadgroup memory. Wave ops keep the
invocation's real simdgroup in every stage — Apple fragment simdgroups
make that the same model as compute, where the SPIR-V translator
instead emulates a single logical lane; both round-trip EXEC masks
consistently.
The pixel fixture (interpolated attr0.xy plus inline constants exported
to MRT0) is golden-pinned, structurally asserted, and accepted by the
OS Metal compiler on a real device.
* [ShaderCompiler.Metal] Phase 5: vertex stage and fixed presenter shaders
The vertex entry point completes the four-entry-point contract: the
emitted vertex function takes fetched attributes as a stage_in struct
([[attribute(location)]], bound by the backend via MTLVertexDescriptor
from the reflected vertex inputs), returns [[position]] plus one
[[user(locnN)]] param output per export target 32..63 — unioned with
requiredVertexOutputCount so Metal's exact vertex-out/fragment-in
interface match succeeds, with unexported locations zero-filled —
seeds v5/v8 from [[vertex_id]]/[[instance_id]], intercepts buffer loads
the evaluator captured as fixed-function vertex inputs, and applies the
same EXEC-selected component rules to position/param exports (disabled
components default to 0,0,0,1) including compressed half pairs.
MSL vertex functions have no simdgroup attributes, so the vertex stage
models a single logical wave lane exactly like the SPIR-V translator's
graphics path: lane 0, ballot degrades to 0/1, and lane-shuffle ops
would fail Metal compilation loudly (no real guest vertex shader uses
them).
MslFixedShaders mirrors SpirvFixedShaders for the presenter surface:
the fullscreen-triangle vertex stage (position from the vertex index,
screen-space UV broadcast to every requested attribute location), the
copy/solid/attribute diagnostic fragments, and the output-free
depth-only fragment. Metal forbids "main", so each carries a stable
entry name.
The vertex fixture (constant position + one param export) is
golden-pinned and structurally asserted; it and all five fixed shaders
are accepted by the OS Metal compiler on a real device.
* [ShaderCompiler.Metal] Author static MSL blocks as template files
The prelude helpers (buffer access, ballot, tables), the format-load
conversion functions, and all five fixed presenter shaders move out of
AppendLine walls into Templates/*.msl embedded resources — real Metal
source with syntax highlighting and reviewable diffs — rendered by a
small {{placeholder}} substituter that fails loudly on any
unsubstituted token. Substitution points are deliberately few: the
stage-dependent ballot expression (vertex has no simdgroup attributes),
the baked GFX10 format table and layout cases, and the fixed shaders'
parameters. Per-instruction body emission stays programmatic, where a
template cannot express it.
Behavior-identical by construction: the golden files are untouched and
the whole suite — including the real-device execution and compile
tiers over the templated output — passes against them unchanged. The
.msl files carry no license headers (they would leak into every emitted
shader), so REUSE.toml annotates the Templates directory instead.
* [ShaderCompiler.Metal] Cover the MSL goldens in REUSE.toml
The golden files are verbatim emitter output regenerated by the test
suite; license headers inside them would either break the byte-exact
comparison or force the emitter to write SPDX text into every shader.
Annotate the Goldens directory like the Templates one.
* [ShaderCompiler.Metal] Address review: dominating-binding parity and harness binding indices
The buffer-binding fallback now mirrors the SPIR-V translator: a candidate
binding is accepted only when the descriptor registers hold the exact same
scalar definitions at the target PC as at one of the binding's own access
points (HasSameScalarDefinitions), instead of merely being non-conflicting
at the target. Resolutions are cached per PC like the reference.
The runtime test harness no longer hardcodes buffer indices 0/1 and a
20-byte uniforms blob: TryExecuteSingleThread takes the data/uniforms bind
indices, and ExecuteOrThrow derives them plus the uniforms size from the
compiled shader's GlobalMemoryBindings per the translator contract.
* [Gpu] Add the Metal guest-GPU backend: shader compilation and formats
First phase of the Metal backend behind the IGuestGpuBackend seam. The
backend compiles all three shader stages through Gen5MslTranslator and
exposes the guest render-target format table (mirroring the Vulkan table
case for case; guest format 9 maps to BGR10A2, the Metal layout matching
Vulkan's A2R10G10B10 pack). Wave64 compute is rejected with a clear error
until the two-pass emulation exists.
SHARPEMU_GPU_BACKEND=metal opts in on macOS; Vulkan stays the default on
every platform until the Metal presenter reaches parity. Presenter-side
methods fail loudly instead of dropping guest frames silently.
* [Gpu] Add the Metal presenter core: AppKit window, CAMetalLayer, CPU-frame path
The presenter opens an NSWindow hosting a CAMetalLayer and drives a manually
pumped NSApplication event loop, structured like the Vulkan presenter's
poll-and-render loop and posted onto HostMainThread the same way (AppKit
traps off the process main thread). All OS access goes through objc_msgSend
LibraryImport bindings declared locally — no windowing or binding packages on
this path, which is what keeps it NativeAOT-clean. Struct-returning ObjC
calls are avoided entirely so one calling convention works under Rosetta.
Presents CPU-produced BGRA frames and the splash through a fullscreen
triangle with a dedicated present fragment stage that flips V: with Metal's
y-up NDC the shared fullscreen triangle puts UV (0,0) at the bottom of the
screen while textures keep v=0 at the top. Frames letterbox via the viewport,
and nextDrawable paces the loop at presentation rate.
Guest-image submission now returns false (callers use their CPU-readback
fallback, which the presenter can show); draw and compute submission still
fail loudly pending later phases.
* [Gpu] Complete the guest-GPU seam: lift the AGC bypass surface onto the backend
The abstraction left AGC and VideoOut calling VulkanVideoPresenter statics
directly for guest work ordering (EnterGuestQueue, SubmitOrderedGuestAction,
SubmitOrderedGuestFlipWait, WaitForGuestWork), guest-image lifecycle (initial
data seeding, writes, fills, extents, upload tracking), the texture-content
cache probe, guest memory attachment, storage-offset alignment, perf
counters, and presenter close. With a non-Vulkan backend selected those
calls silently hit a never-started Vulkan presenter.
All of it now crosses IGuestGpuBackend: the Vulkan backend delegates to the
existing presenter statics (no behavior change), and the Metal backend
answers exactly like a presenter that is not running (sequence 0, image
unknown), which keeps callers on the same inline/CPU fallbacks they take
today. TextureContentIdentity moves to the seam types, and the bounded
AGC-to-presenter transfer pool becomes the backend-neutral GuestDataPool
(one pool by necessity: the AGC layer rents, the presenter returns).
AgcExports snapshots the backend's offset alignment once — it was a const
before and is read in per-draw loops (shader-key hashing, offset rounding).
* [Gpu] Metal guest work queue and guest images: ordered flips, writes, fills, blits
Mirrors the Vulkan presenter's execution model. AGC submissions become work
items consumed by the render loop in logical-guest-queue order: FIFO within
each guest queue, ready queues scheduled round-robin, completion tracked as
a contiguous sequence plus an out-of-order set, and producer backpressure
(count and payload caps) that consumer-enqueued follow-ups bypass to avoid
self-deadlock. The drain is budgeted (12ms, 256 items) so a backlog cannot
starve the Cocoa event pump or the present.
Guest images are Metal textures keyed by guest address, created on first
use from the registered display-buffer format tag (byte-identical encoding
to the Vulkan backend) and seeded once from pending initial data or guest
memory, since PS5 render targets alias guest memory. Coherence mirrors the
Vulkan design: DMA-style writes swap in a freshly written texture (never
mutating one an in-flight present may sample), fills clear through a
hazard-tracked render pass, and same-extent blits copy on the GPU.
Ordered flips capture the named image into an immutable version at their
exact queue position, so later work cannot change the frame a flip
selected; flip waits complete by queue position alone. Presentation picks
the newest ready queued guest frame (retiring superseded captures),
re-resolving mutable address-keyed textures at encode time so a write swap
never leaves a stale handle.
* [Gpu] Metal translated draws: pipelines, render state, bindings, write-back
Executes the seam's translated-draw surface on Metal. Offscreen, depth-only,
and storage draws are ordered guest work rendering into guest-addressed
images (published targets register as flip sources exactly like the Vulkan
backend); onscreen draws and recognized fixed-function draws ride the
presentation and render at present time into a pooled target.
Pipelines are built from GuestRenderState and cached by shader identity plus
a state hash: guest CB blend factor/op codes, write masks (bit-reversed for
MTLColorWriteMask), depth ZFUNC (bit-identical to MTLCompareFunction),
vertex attribute formats decoded from the same guest (dataFormat,
numberFormat) table the Vulkan backend uses, and RDNA 2:10:10:10 mapped to
Metal's R-low-bits 1010102 layout. Guest viewports pass through unchanged —
Metal accepts the negative heights PS5 games program, which is also how the
Vulkan backend inherits its orientation. Rect lists draw as 4-vertex strips;
Metal has no triangle fans, so those degrade to lists with a one-time warn.
Bindings follow the Gen5MslTranslator contract: global buffers at their flat
slot on both stages, SharpEmuUniforms (dispatch limit + buffer byte lengths)
after them, textures/samplers at the image slots with samplers decoded from
the raw guest descriptor words, and vertex streams at slot 26+ so they never
collide. Writable global buffers write back to guest memory before the work
item completes, preserving the CPU-visible GPU-write ordering point that
WaitForGuestWork promises. Feedback reads of a live render target sample a
blit snapshot; pooled guest data returns to GuestDataPool after upload.
Known simplifications for follow-up: textures upload a single mip level, and
the texture-content cache stays unclaimed (IsTextureContentCached=false)
until write-tracker-driven eviction exists, trading upload bandwidth for
correctness.
* [Gpu] Metal compute dispatch: the last seam gap
Guest compute dispatches are ordered guest work like draws. The uniforms
contract carries the per-axis dispatch limit (explicit thread counts when
the guest supplied them, groups x threadgroup size otherwise) so the
kernel's bounds guard clamps the overshoot threads of the last threadgroup;
threadgroup dimensions come from the translated shader, which bakes them at
compile time. Compute pipeline states cache per shader handle.
Storage images are shared live through the guest-image registry: a
dispatch's writes are visible to later draws, blits, and flips of the same
address, the address registers as a flip source at submit, and writer
sequences keep presentation waiting on exactly the work that produced the
frame. Writable buffers write back to guest memory before the work item
completes — the CPU-visible ordering point the returned sequence promises
through WaitForGuestWork.
Metal has no dispatch-base; nonzero base groups execute without the offset
behind a one-time warning until the emitted kernel grows base support.
SHARPEMU_SKIP_ALL_COMPUTE=1 skips all dispatches for hang isolation, same
as the Vulkan backend. With this the Metal backend implements the entire
IGuestGpuBackend surface — nothing throws.
* [Gpu] Address review: real bytes-per-pixel in guest-image uploads
Guest-image uploads hard-coded 4 bytes per texel, which mis-strided
Rgba16*/Rg32Float/Rgba32Float images and, in the guest-memory seed and
storage-snapshot paths, could make replaceRegion read past the managed
buffer. Texel width now comes from the pixel format, and
ReplaceTextureContents clamps the row count to what the source buffer
actually holds, so no caller can overread regardless of pitch and format.
RGBA8 initial data seeds only 4-byte-texel images; wider formats seed from
guest memory, whose layout is the image's native one. Extent byte counts
use the real texel width too.
Also restores the reference's comment on the deliberate single-item
backpressure admit: with no payload outstanding, refusing an oversized item
would wait forever since nothing is left to drain.
* [ShaderCompiler] First real-game fixes: SSendmsg no-op, scalar-state buffer declaration
Bring-up against a real title (2D engine, NGG shaders) found every draw
rejected at translation: RDNA2 NGG shaders bracket their exports with
s_sendmsg (GS_ALLOC_REQ/DEALLOC) to reserve hardware export space, and
neither translator handled the opcode — it fell through to the scalar-ALU
guard and failed with 'missing scalar destination'. Both translators now
treat SSendmsg as a no-op alongside SNop/SWaitcnt: exports are translated
directly, so the hardware message is moot. This was a shared gap, not a
backend one; the Vulkan path would reject the same shaders.
With translation unblocked, the OS Metal compiler rejected the emitted MSL:
the body reads the per-dispatch scalar-state buffer (initial SGPRs plus
per-binding byte biases) as b{initialScalarBufferIndex}, but the kernel
signature only declared the stage's own global bindings, so the name never
existed. The signature now declares it (const device — it is only read) at
its flat slot.
The presenter also logs one line when it first presents real content,
making 'window up but nothing shown' diagnosable from the log alone.
Verified: the title goes from 100% draw misses and a black screen to
~58k translated draws per minute and 4K frames presenting.
* [Gpu] Metal presenter: NSTimer-driven render loop under [NSApp run]
Replaces the hand-pumped event loop with a real running main loop. The
presenter now creates the NSApplication, orders the CAMetalLayer-backed
window on screen, and calls [NSApp run] so Core Animation's run-loop observer
actually commits presented drawables to the window server — without a running
loop the layer never composites and the window stays black regardless of what
is rendered into the drawable.
The per-frame work moves into RenderFrame, driven by a repeating NSTimer on
the main run loop (a tiny NSObject subclass whose onFrame: is an
UnmanagedCallersOnly callback, registered via the ObjC runtime — no binding
package). CADisplayLink is the natural choice and was tried first, but its
callback never fires in this process; proven in isolation against a bare
AppKit harness where a timer fires and composites and the display link does
not — the emulator runs as x86-64 under Rosetta and the display-server-backed
link is not serviced there. nextDrawable still blocks to the display, so the
timer only needs to keep up, not pace precisely.
Also fixes window sizing (the fixed 1280x720 window was being sized from the
guest 4K display mode, which macOS clamps while the layer keeps 4K geometry —
nothing visible), makes the metal layer the view's backing layer (wantsLayer
before setLayer) with an explicit frame, and stops both the AppKit loop and
the CFRunLoop on window close.
* [Gpu] Metal draws: normalize inverted viewports, resolve flips to drawn content
Two correctness fixes surfaced bringing a real title up. Guests program
Vulkan-style negative-height viewports for y-up rendering; Metal's NDC is
already y-up and rasterizes nothing for a negative height, so the viewport is
converted to the equivalent non-inverted rect (origin shifted, height
negated) with the same on-screen mapping.
Ordered flips now prefer produced content. A flip names the display buffer's
start address, but games render into the pixel surface past the buffer's
metadata block; the resolver takes the exact-address image when GPU work
wrote it, else the nearest same-extent GPU-written image within the buffer's
plausible metadata window, else the exact-address image even if only
seeded — so a flip presents the drawn frame rather than an empty seed. A
GpuWritten flag on guest images (set by draws, writes, blits, and dispatch
storage) distinguishes produced content from a speculative guest-memory
seed.
* [ShaderCompiler] Metal translator: per-stage uniforms slot, VCC/EXEC as data, exit branches
Three correctness fixes found by running a real game against the Vulkan
backend's behavior:
- Gen5MslShader carries UniformsBufferIndex: each stage emits its
SharpEmuUniforms argument at globalBufferBase + totalGlobalBufferCount,
and stages sharing a draw can disagree, so the presenter must bind the
buffer per stage (Metal API validation: "missing Buffer binding at
index 7 for sharpemu_uniforms").
- VCC (s106:s107) and EXEC (s126:s127) live in the scalar register file
as raw 32-bit values with the per-lane bools as synced views. Programs
legally park plain data in VCC (s_buffer_load into s[106] and then
v_rcp_f32 of it); the bool-only model returned ballot masks instead.
- A branch to (or past) the program's end is an exit, matching the
SPIR-V translator: sprite alpha-kill shaders use this to skip their
tail and were rejected ("branch target outside program"), silently
dropping every draw that used them.
Also: pixel-stage ballots use the per-lane form (this thread's own bit),
since simd_ballot is undefined inside the divergent dispatcher loop, and
v_readfirstlane returns the lane's own value under that model.
* [Gpu] Metal presenter: per-stage uniforms bind, keyboard input, perf overlay, title parity
- Bind SharpEmuUniforms at each stage's declared slot (see the paired
translator change); one shared index left the vertex stage's slot
unbound, zeroing its bounds-checked loads and killing interpolants.
- Vertex attribute byte offsets move onto the vertex descriptor (buffers
bind at zero) and join the pipeline cache key, which they were silently
missing from once baked into the pipeline.
- Unresolvable draw textures log a throttled warning instead of silently
binding nothing.
- Keyboard input: an NSView subclass records keyDown/keyUp and feeds the
POSIX host-input seam with a Windows-VK to macOS-keycode map covering
the keys pad emulation polls; SHARPEMU_METAL_AUTOKEY scripts key
presses for headless runs.
- Perf overlay (F1) drawn like the Vulkan presenter: CPU-rasterized
panel uploaded to a small texture and composited with the present
pipeline, with RecordPresent/RecordDraw feeding real numbers.
- Window title gains the selected GPU suffix and refreshes when the
guest registers its application name; the layer is marked opaque so
guest alpha never reaches the compositor.
* [Audio] Quiet sceAudioOutOutput on ports disposed by host shutdown
Closing the window disposes audio ports while guest audio threads are
still draining their last buffers; every remaining output then failed
the port lookup and logged a WARN per buffer (~190/s) until process
exit. Report success for missing ports once shutdown has begun; a bad
handle during normal operation still returns INVALID_ARGUMENT.
* [ShaderCompiler] Metal graphics stages model a single logical wave lane
The pixel stage used the real thread_index_in_simdgroup with all-ones
ballots while the vertex stage modeled lane 0 with 1-bit ballots, and
VReadlaneB32 still emitted a real simd_shuffle — reading another
fragment's register. Metal leaves simdgroup ops undefined inside the
divergent while(active){switch(pc)} dispatcher (empirically they
corrupted EXEC reconstruction), so graphics stages cannot use them.
Unify vertex and pixel on the SPIR-V translator's no-subgroup fallback:
one logical wave lane (lane 0), ballots degrade to bit 0, and the
shuffle-select family (readlane, readfirstlane, DPP16/DPP8 selects,
permlane16) resolves to the lane's own value. Writelane keeps the
lane-compare against the constant lane, matching the reference
fallback. Compute is untouched: its threads map one-to-one onto real
simdgroup lanes and still shuffle for real.
Entry parameter lists now always emit trailing commas and are closed by
one helper, so stage-specific trailing parameters no longer dictate
ordering.
* [ShaderCompiler] Metal compute mirrors the SPIR-V translator's wave semantics
Compute threads map one-to-one onto real simdgroup lanes, so restore
real simd_ballot for the compute prelude (the per-lane form was a
graphics fix that swept compute along) — masks parked in VCC/EXEC now
hold each lane's actual bit, and mbcnt/cndmask/saveexec read real
masks. VReadfirstlaneB32 broadcasts from the first guest-active lane
(ballot of EXEC, then ctz), matching the SPIR-V translator's explicit
first-active-lane broadcast rather than SPIR-V BroadcastFirst's
first-host-active semantics.
The wave64 gate moves into the translator and only rejects programs
that contain wave-sensitive operations (the SPIR-V translator's
subgroup-usage predicates: shuffle family, readfirstlane, wave control,
mbcnt, or VCC/EXEC operands). A wave64 kernel without them executes
identically per-thread on 32-wide Apple simdgroups, so it now
translates instead of being dropped.
* [Gpu] Metal draw textures resolve like the Vulkan presenter
Sampling a live guest target previously required the exact current
image at the descriptor's address; anything else silently bound
nothing. Mirror the Vulkan presenter's resolution chain:
- A descriptor naming a guest depth target's write or read address
samples the depth image (identity channel select). Depth32Float
cannot blit to a color format, so the ordered snapshot round-trips
through a private staging buffer into an R32Float texture.
- Replacing a render target at the same guest address (new extent or
format) retires the old image into a bounded variant cache instead of
releasing it, and resolution scores the current image plus variants
by descriptor match — exact extent over view format over
initialization, active image breaking ties. Larger images qualify
only for tiled descriptors, matching IsCompatibleGuestImageAlias.
- The throttled unresolved-texture warning remains the detector for
anything the chain still cannot resolve.
* [ShaderCompiler] Document the Metal translator's wave-size model
Audit outcome for wave64 fidelity, no behavior change: every B64 mask
op, saveexec, and VCCZ/EXECZ test already reads and writes the full
register pair, lane indices never exceed 31 by construction, and the
GPU-executing runtime tests cover 64-bit exec save/restore. Record the
model in the class header.
* [Gpu] Plumb CB_BLEND constant color through both backends
The CONSTANT_COLOR / CONSTANT_ALPHA blend factors were mapped by both
backends but nothing ever supplied the constant, so any draw using them
blended against transparent black. Decode CB_BLEND_RED..ALPHA (the
constants existed unused) into GuestRenderState.BlendConstant, set it
dynamically per draw on both sides: Vulkan declares the blend-constants
dynamic state and calls CmdSetBlendConstants beside the viewport,
Metal calls setBlendColorRed:green:blue:alpha: in EncodeRenderState.
* [Gpu] Metal per-draw uploads bump-allocate from shared arena pages
Every draw created one MTLBuffer and one managed copy per binding
(padded guest globals, uniforms, vertex and index bytes), which
dominated allocation churn at hundreds of MB/s of garbage and held the
guest flip rate well under the display rate. Uploads now bump-allocate
256-aligned slices from 8 MiB shared-storage arena pages and bind by
offset; pages recycle once the last command buffer that referenced
them reports completion, polled at each drain so the ObjC interop
stays block-free.
Write-backs carry the slice's data pointer directly (the page outlives
the command buffer the caller waits on), the alignment-bias contract is
preserved by placing data at the bias inside its slice, and the padded
copies, per-draw buffer releases, and per-draw byte arrays are gone.
In-game on the test title: allocation rate ~795 to ~564 MB/s (the
remainder is the AGC-side per-draw guest snapshots), GC per stats
window ~30/30/17 to 16/16/15, CPU ~150 to ~131%. Metal validation
stays clean.
* [Gpu] Metal draw-texture cache: skip per-draw guest texel copies
Mirror the Vulkan presenter's identity-keyed texture cache: once the
render thread decodes a draw texture, the AGC submit thread skips the
guest-memory read/detile/copy for that identity entirely (the generic
IsTextureContentCached hook, which the Metal backend previously
hardcoded to false) and the render thread serves the cached MTLTexture
without re-uploading. GuestImageWriteTracker write-protects the source
pages; a guest CPU write evicts the entry at the next drain, and the
skip/eviction race self-heals by reading the texels directly.
Eviction differs from Vulkan in one deliberate way: dirty entries are
collected by address rather than identity, since ConsumeDirty clears
the flag on first read and several identities (same texels, different
samplers) can share one address.
Dreaming Sarah in-game on an M5 Max: guest flips 47 -> 60 (display
rate, matching Vulkan), ALLOC 564 -> 41 MB/s, gen0 GC 16 -> 5 per
second, CPU 131% -> 72%. Metal API validation clean; all 25 shader
compiler tests pass.
* [Gpu] Metal snapshot pool: recycle feedback-read textures and staging
Feedback reads created and destroyed an MTLTexture per draw (and for
depth sampling a private staging MTLBuffer too). Pool both with the
upload-arena lifecycle: acquisitions are tagged with the command buffer
that samples them at commit, and return to a bounded free list once it
reports completion. The command queue is serial, so the earlier
snapshot-blit command buffer is necessarily complete by then as well.
Dreaming Sarah renders correctly in-game; Metal API validation clean;
all 25 shader compiler tests pass. (The depth-sample path is exercised
only by inspection — no testable title samples depth yet.)
* [Gpu] Metal batched guest commands: one command buffer per drain
Draws and compute dispatches encode into a shared batch command buffer
committed once per drain instead of one commit per work item, mirroring
the Vulkan presenter's batched guest commands. Ordering inside the
batch is by encoder sequence: draw textures are now pre-resolved before
the consuming render or compute encoder opens, so feedback-read
snapshot blits encode into the batch (after the passes that rendered
the source) rather than committing ahead of them in separate command
buffers. Flips, image writes/blits, ordered actions, CPU-visible
write-backs, and every drain exit flush the batch first, preserving
the serial-queue ordering and WaitForGuestWork contracts.
Dreaming Sarah in-game on an M5 Max: CPU 72% -> 59% at a steady 60
guest flips; Metal API validation clean; all 25 shader compiler tests
pass.
* [Gpu] Metal vertex streams: share buffer slots, reject overflow gracefully
void Terrarium aborts with '-[MTLVertexAttributeDescriptorInternal
setBufferIndex:]: buffer index (31) must be < 31': every vertex
attribute got its own buffer slot from base 26, so six streams walk
past Metal's last vertex-stage buffer index (30) and the framework
assertion kills the process (reported by vladdenisov on PR #283).
Attributes of an interleaved vertex arrive from AGC as one stream
each, all reading the same guest buffer — assign slots by unique
(base address, stride, length) so those share one slot and one
upload. A draw whose unique streams still overflow the range is
skipped with a throttled warning instead of aborting. The assigned
slot keys the pipeline cache alongside the attribute offset, since
aliasing changes the baked vertex descriptor.
Dreaming Sarah renders correctly in-game at 60 flips with Metal API
validation clean; all 25 shader compiler tests pass. (void Terrarium
itself is not testable here — no decrypted copy.)
* [Gpu] Metal: drain guest work on enqueue, not only at render ticks
The Vulkan presenter's render loop is pulsed when guest work arrives
and waits at most a few milliseconds; the Metal render loop drained
guest work only inside its NSTimer tick, so every guest submit-then-
wait round-trip (release-mem labels, event writes, CPU-visible write-
backs) cost up to a full frame interval. Games that chain several such
waits per frame crawl: void Terrarium ran at 14 guest flips against
Vulkan's display rate, and input-to-effect latency suffered everywhere.
Enqueueing guest work now schedules a coalesced onGuestWork: message
onto the main run loop via performSelectorOnMainThread (block-free,
matching the NSTimer trampoline pattern), which drains the queue
immediately. A producer blocked on a full queue schedules the same
wake before waiting. void Terrarium's title menu: 14 -> 59 flips/s;
Dreaming Sarah unchanged at 60 with validation clean.
* [ShaderCompiler] Metal samplers: per-stage compact slots, not texture slots
Sampler argument indices copied the global texture slot (image binding
base + index), but Metal exposes only 16 sampler slots per stage
against 31 texture slots — a draw whose stages sample more than 16
images total emitted [[sampler(16+)]] and the MSL failed to compile
('sampler attribute parameter is out of bounds'), dropping the draw
(void Terrarium's in-game scenes).
Samplers now count sampled (non-storage) images from zero within each
stage, and Gen5MslShader carries the image-index -> sampler-slot map
plus the stage's image binding base so the presenter binds each
stage's samplers exactly where its shader declared them. A stage that
samples more than 16 images fails translation loudly. All 25 shader
compiler tests pass; goldens unchanged (single-texture fixtures keep
sampler 0).
* [Gpu] Metal draw textures: native guest formats, BC blocks, channel select
The draw-texture path assumed every texture was RGBA8: created
Rgba8Unorm, uploaded 4 bytes per pixel, and rejected anything whose
texel copy was smaller than W*H*4 as undersized. Games shipping
BC-compressed atlases (void Terrarium's entire in-game art) rendered
black, and because the rejected textures were never created they were
never content-cached — the AGC layer re-read and re-detiled megabytes
per draw (1.6 GB/s allocation, gen2 collections every second, 8 guest
flips).
Map guest texture formats to Metal case for case with the Vulkan
table (BC1-BC7 upload raw blocks — Mac-family GPUs sample them
natively — plus the 8/16/32-bit linear formats), size expectations
with the same block-aware byte math AGC uses, and honor the
descriptor's DST_SEL channel select through the texture swizzle,
mirroring Vulkan's component mapping. Unmapped codes keep the RGBA8
fallback.
void Terrarium now reaches gameplay past New Game: 49-54 guest
flips (from 8), no undersized-texture warnings, validation clean.
Dreaming Sarah unchanged at 60. All 25 shader compiler tests pass.
* [Gpu] Metal feedback reads: one snapshot per content version
Every draw sampling a live guest image blitted a fresh full-texture
snapshot, so compositing games that sample their render target on
most draws (void Terrarium: ~100 of ~105 draws per frame) pushed
gigabytes per second of blit traffic through the driver.
Guest images now carry a content version, bumped by every draw that
targets them, image write, blit destination, storage dispatch, and
guest-memory seed. The feedback-read path reuses one cached snapshot
until the version moves, so the blit happens per content change
instead of per draw. The image holds the snapshot's retain; consuming
command buffers keep replaced snapshots alive until they complete,
and retire/replace/write paths release the cache with the image.
void Terrarium in-game: 49 -> 58 guest flips at higher draw
throughput (Vulkan reference runs the same scene at 17-20 fps).
Dreaming Sarah unchanged at 60; validation clean; 25/25 tests pass.
* [Core] Pre-visit tracked texture pages before managed guest writes
A managed write into a page the guest-image write tracker has
protected dies with a fatal AccessViolation: the runtime surfaces
SIGSEGV in managed code as an exception before the resumable signal
bridge can restore access, unlike native guest stores which recover
through TryHandleWriteFault. Dead Cells crashed exactly there — an
AGC release-mem label write (CpuContext.TryWriteUInt64 on the render
thread) landing on a page the texture cache tracks.
TryWrite now calls GuestImageWriteTracker.NotifyManagedWrite up
front, unprotecting and dirtying any tracked pages in the span before
the copy — the hook existed for precisely this but had no callers.
Since this puts the tracker on every managed guest-write path, the
range snapshot now carries its overall bounds (one immutable object,
so the intersection test is always consistent with the array), letting
the common no-texture-pages case reject in a few instructions.
Dead Cells no longer crashes; Dreaming Sarah and void Terrarium
unaffected; all 25 shader compiler tests pass.
* [VideoOut] Name the active GPU backend in the macOS window title
macOS can run either backend — Vulkan through MoltenVK or native Metal
via SHARPEMU_GPU_BACKEND — so the window title now ends with the one in
use, e.g. "... · Apple M5 Max (Metal)" or "(Vulkan)". The suffix is
appended in SetSelectedGpuName (the single point both presenters call
to fold in the GPU name) and gated to macOS, so Windows and Linux
titles are unchanged. The name comes from a new BackendName on the
guest-GPU seam.
* [Gpu] Metal window: resizable, native full-screen, live drawable sizing
Add NSWindowStyleMaskResizable so the window can be dragged to any size
and set NSWindowCollectionBehaviorFullScreenPrimary so the green button
enters native full-screen instead of zooming. CAMetalLayer does not
track its drawable size to bounds on its own (even as a view's backing
layer), so the render loop matches drawableSize to the layer's current
bounds x contentsScale before each nextDrawable — a no-op on the common
unchanged tick. The present pass already aspect-fit letterboxes into the
drawable, so any window aspect ratio scales the frame without distortion.
Reading -bounds needs the x86-64 stret ABI for its 32-byte CGRect
return, added as SendStretRect. Verified live: drag-resize and
full-screen both scale correctly with Metal API validation clean.
* [ShaderCompiler] Metal wave64 compute: emulate cross-lane ops via scratch bridge
Replace the wave64 loud rejection with emulation, mirroring the SPIR-V
translator. A 64-lane guest wave is two 32-wide Apple simdgroups
co-resident in one threadgroup (Metal packs thread_index_in_threadgroup
0-31 into simdgroup 0, 32-63 into simdgroup 1), so sharpemu_lane becomes
thread_index_in_threadgroup & 63 and cross-lane ops that span the full
wave rendezvous the two halves through threadgroup scratch:
- ballot into EXEC/VCC/SGPR pairs: each half's simd_ballot is written to
its scratch slot, a threadgroup_barrier syncs, and all lanes recombine
the 64-bit mask into the low/high register pair (centralized in
EmitBallotStore, which the wave32 path shares).
- read-first-lane: broadcasts the lowest active lane's value across both
halves through a scratch slot (EmitWave64ReadFirstLane).
- mbcnt lo/hi: 64-lane thread-mask math (no cross-lane op, just correct
per-lane masks; lanes >= 32 would overflow a 32-bit shift, so split).
The barriers are safe because the guest's scalar PC keeps all 64 lanes
lockstep through the dispatcher. Scope matches the SPIR-V reference: the
scratch is indexed by half, so correct for a one-wave (64-thread)
workgroup, and readlane across halves stays a 32-wide shuffle. Wave-
agnostic wave64 kernels still translate per-thread unchanged.
Verified on the real GPU (MetalRuntimeTests): the emitted wave64 MSL
compiles, and a 64-lane dispatch runs through the bridge barriers
without deadlocking, returning the broadcast value. All 27 tests pass;
Dreaming Sarah (60/60) and void Terrarium (in-game, 58 flips) show the
shared wave32 ballot path is unaffected.
* [Gpu] Metal samplers: bind through an argument buffer, lifting the 16-slot cap
Metal exposes only 16 direct [[sampler(N)]] slots per stage, but real
shaders sample more (void Terrarium's scene shader: 17 images) and were
dropped at translation. Route samplers through a per-stage argument
buffer instead: the MSL declares a Gen5Samplers struct (one sampler per
sampled image, [[id(N)]]) taken as constant& at a buffer slot past the
stage's globals/uniforms/scalar-state, and the runtime writes each
sampler's Tier 2 gpuResourceID into an arena slice bound there. Textures
stay on direct [[texture(N)]] slots (31 is enough). One sampler per
image keeps them distinct, matching the SPIR-V/Vulkan path — no dedup,
so no wrong-sampler artifacts.
Verified argument buffers lift the limit on Apple Silicon (20-sampler
pipeline probe). Dreaming Sarah renders correctly at 60/60 with Metal
API validation clean; the void Terrarium scene shader that exceeded the
limit now compiles and runs (draws 74 -> 102/frame); all 27 shader
compiler tests pass, goldens unchanged (fixtures sample nothing).
* [Gpu] Metal: Shared storage for CPU-populated, GPU-sampled textures
The MTLTextureDescriptor default is Managed, which on unified memory needs
an explicit host->device sync we never issue after replaceRegion, so the
GPU can sample stale texels. These textures are CPU-uploaded and GPU-read,
so Shared (coherent, no sync on Apple Silicon) is the correct mode.
* [HLE] Add missing AGC/AudioOut/Pad exports blocking Unity+FMOD titles
Four exports were unresolved and hard-stalled GPU/audio/input init in
Unity titles (Lunar Lander Beyond froze there before opening VideoOut):
- sceAgcDriverSetTFRing / sceAgcDriverSetHsOffchipParam: tessellation-ring
and hull-shader off-chip config. We translate shaders directly, so these
only need to report success for init to proceed.
- sceAudioOutGetPortState: report a connected primary output at full volume.
- scePadDeviceClassGetExtendedInformation: report a standard pad (no special
peripheral) so device-class probes resolve.
Generic HLE, backend-agnostic (helps the Vulkan path equally).
* [VideoOut] RegisterBuffers2: mask the 32-bit category, accept COMPRESSED
sceVideoOutRegisterBuffers2's category is a 32-bit SceVideoOutBufferCategory
passed on the stack, but we read the full 64-bit slot — whose upper word
carries stale GNM magic (0xC0DEC0DE...) the caller never cleared. The old
check then rejected every call as INVALID_VALUE, so buffer registration
failed and no frame ever presented. Mask to 32 bits and accept both
UNCOMPRESSED (0) and COMPRESSED (1); we present either identically.
Fixes Lunar Lander Beyond reaching its window (now presents 3840x2160).
* [HLE] Stub sceAudioPropagation (3D-audio) so Astro Bot boots past its assert
Astro Bot hard-crashed right after the splash: it calls
sceAudioPropagationSystemQueryMemory during audio init, and because the
whole libSceAudioPropagation module was unimplemented the call failed, so
the game asserted (AudioPropagationContext.cpp:43) and executed int 0x41 to
abort — an unrecoverable trap that kills the process.
We don't model acoustic propagation (geometry-driven reverb/occlusion is a
quality feature, not a correctness gate). The API is placement-style, so
QueryMemory reports a buffer size and the rest succeed as no-ops: the system
lives in the caller's own buffer. All 39 entry points stubbed; the game now
boots past the assert to the presenter. Backend-agnostic HLE.
* [Kernel] pthread_cond_wait: don't spuriously EPERM an untracked mutex
pthread_cond_wait/timedwait required our host-side mutex tracking to show
the calling thread as the owner, else it returned EPERM. But libkernel's
uncontended mutex fast-path locks the mutex word in guest memory directly,
without an HLE call, so we often never observe the lock and see owner==0.
Real pthread_cond_wait requires the caller to hold the mutex but does not
verify it for normal mutexes, so EPERM here is doubly wrong: it spins the
guest (Hades hammered this millions of times/sec) and, worse, skips the
unlock — leaving the mutex held and wedging every thread that later blocks
on pthread_mutex_lock. When the mutex reads as untracked (owner==0), adopt
ownership so the unlock/wait/re-lock cycle is balanced and actually releases
it. Genuine ownership violations (owned by another thread) still error.
Eliminates the EPERM storm and converts the resulting livelock into correct
blocking; no effect on games that lock through the HLE (owner already set).
* [Core] SSE4a EXTRQ patch: read the xmm register from ModRM, not xmm2
The loader rewrites Sony's AMD-only SSE4a EXTRQ+blend idiom into SSE4.1 at
boot, because Rosetta 2 and Intel hosts raise #UD -> SIGILL on EXTRQ. The
matcher hard-coded the source register to xmm2 (ModRM 0xC2), but the compiler
allocates it freely: Dead Cells (PPSA15552) emits the identical idiom against
xmm1, so it slipped through unpatched and the game died with SIGILL right
after the first frame.
Read the register from the ModRM r/m field instead, covering xmm0-xmm7, and
require it to be consistent across the EXTRQ and the blend. The pure
match/encode logic is extracted into Sse4aExtrqBlendPatch, isolated from the
native page-patching, and unit-tested for every register plus the round trip
and rejection cases; DirectExecutionBackend just applies it.
Dead Cells now patches its xmm1 idioms and boots past the first frame.
* [Ngs2] Implement non-allocator sceNgs2SystemCreate / sceNgs2RackCreate
Dead Cells uses the non-allocator NGS2 create entry points, which were
unimplemented. sceNgs2SystemCreate came back as an unresolved import, so the
game got a garbage system handle; every downstream sceNgs2RackCreate /
sceNgs2RackGetVoiceHandle then failed, the voice handle stayed null, and once
gameplay started the audio path polled sceNgs2VoiceGetState/VoiceControl on
the null voice forever — freezing the game in-level at FLIP 0.
The non-allocator forms differ only in a caller buffer (rsi/rcx) vs an
allocator callback; the system/option and out-handle arguments sit at the
same positions, so they alias the existing WithAllocator implementations.
Resolves the NGS2 InvalidVoiceHandle storm (591+/run -> 0).
* [SaveData] Real save subsystem: ~/SharpEmu/Saves/<titleId>, events, full CRUD
Rework the SaveData HLE from a partial stub into a working subsystem:
- Storage moves to ~/SharpEmu/Saves/<titleId>/<dirName>/ (was next to the
exe under user/savedata/<userId>/<titleId>), overridable via
SHARPEMU_SAVEDATA_DIR. Metadata (title/subtitle/detail/userParam) and icon
live in <slot>/sce_sys/. Pure path + param.json logic is isolated in a new
SaveDataStorage type and unit-tested.
- Async event model: sceSaveDataGetEventResult now resolves (was an
unresolved import a save worker polled forever), returning queued completion
events or a clean 'no event' status; SyncSaveDataMemory posts a
SAVE_DATA_MEMORY_SYNC_END event. Plus GetEventInfo/SetEventInfo/register
callbacks.
- New exports: Mount/Mount2/Mount5/Umount, Delete/Delete5, GetParam/SetParam,
SaveIcon/SaveIconByPath/LoadIcon, GetAllSize/GetProgress/GetMountInfo/
IsMounted/GetSaveDataCount/GetMountedSaveDataCount/Abort, Initialize/
Initialize2/Terminate, SaveDataMemory v1 aliases.
- Mounts are tracked so Umount2 really unregisters the /savedata0 mapping
(new KernelMemoryCompatExports.UnregisterGuestPathMount) and params/icons
resolve against the live mount; DirNameSearch surfaces param.json titles.
15 new unit tests (storage layout/sanitize/metadata + mount/event/param/delete
exports); full suite 277 passing.
* [Gpu] Metal: Cmd+F1 toggles Apple's Metal Performance HUD
Plain F1 keeps the built-in CPU-rasterized perf overlay; Cmd+F1 now toggles
the system Metal Performance HUD on the CAMetalLayer, Metal backend only.
Command-modified keys never reach keyDown: (AppKit routes them through the
key-equivalent chain), so the input view gains a performKeyEquivalent:
override that claims Cmd+F1 (also silencing the system beep) and leaves
everything else to the responder chain.
Configured per Apple's 'Customizing Metal Performance HUD':
developerHUDProperties with mode=default + logging=default, plus
MTL_HUD_LOG_SHADER_ENABLED=1 passed directly in the dictionary — HUD,
per-frame statistics logging, and shader-compile logging all enabled from
one property set; mode=disabled hides it again. Guarded by a
respondsToSelector: check for older macOS.
* [Gpu] Metal: also catch Cmd+F1 in keyDown: for the HUD toggle
Function keys reach keyDown: even with Command held (AppKit only reroutes
some chords through performKeyEquivalent:), so the HUD toggle was never
firing there. Handle Cmd+F1 in both the keyDown: and performKeyEquivalent:
paths, and keep it out of MetalHostInput so it can't also flip the plain-F1
perf overlay.
* [Audio] Diagnostics: NGS2 voice-param dump + AudioOut peak-amplitude trace
Two gated traces (idiomatic SHARPEMU_LOG_* style) that pinpoint where audio
dies for NGS2-based games:
- SHARPEMU_LOG_NGS2 now walks the sceNgs2VoiceControl param list and logs each
{size,id} block header + payload bytes, confirming the real layout
(header = u32 size, u32 id; waveform-block param id=0x10000001 carries the
guest PCM pointer at +8; rate param id=0x10000005 carries the resample ratio).
- SHARPEMU_LOG_AUDIO_OUT logs sceAudioOutOutput call count and the peak
amplitude of each submitted buffer.
Finding on void Terrarium: sceAudioOutOutput is called thousands of times on
both 8ch/float32 ports, but every buffer has peak=0.0 — the guest submits pure
silence. The host path (AudioOut -> PCM convert -> CoreAudio) is proven correct;
the silence originates in Ngs2SystemRender, which zeroes the output buffer
instead of mixing voices. Restoring audio for NGS2 games requires a real NGS2
software mixer (next).
* [Audio] NGS2 software mixer: decode + mix PS-ADPCM voices
NGS2-based games were silent because sceNgs2SystemRender only zeroed the
output buffer. This adds a real software mixer:
- Ngs2VagDecoder: clean-room PS-ADPCM ("VAGp") decoder producing mono PCM16
with loop points resolved from the exact per-frame flag values (3=loop
start, 6=loop end, 1/7=one-shot end).
- Voice control now parses the SceNgs2VoiceParamHead command list, decodes the
waveform-blocks param's VAGp container once, and arms the voice.
- sceNgs2SystemRender mixes every armed voice belonging to the system into the
leading grain of the render buffer as interleaved float32 (nearest-sample
resample from the source rate to 48 kHz, additive into the front L/R pair),
which is exactly what games copy to sceAudioOutOutput.
Verified on void Terrarium: previously peak=0.0 silence at AudioOut, now real
audible SFX/music. Voices are still armed on waveform assignment rather than an
explicit kick, so pooled/duplicate voices can overlap — trigger-state handling
is a follow-up.
* [Gpu] AGC: latch GPU-wait satisfaction to the produced value
Fixes a lost-wakeup race that stalled games at a black/splash screen. When a
RELEASE_MEM packet writes a completion label, the guest frequently resets that
label to 0 immediately to reuse it next frame. Our wake path
(GpuWaitRegistry.CollectSatisfied) re-reads *current* guest memory, so if the
reset lands before the wake pass runs, the transient satisfied window is missed
and the suspended DCB waits forever — even though the producing write executed
(traced as wrote=True) and its producer is marked completed.
RELEASE_MEM producers now call GpuWaitRegistry.LatchSatisfiedByValue with the
value they actually wrote, recording satisfaction at the moment of the write for
any waiter that value satisfies. CollectSatisfied honors the latch regardless of
the current (possibly-reset) memory value. This is fail-closed: a waiter only
latches when a real producer wrote a genuinely satisfying value.
Verified: Astro Bot's DEADBEEF sentinel wait (dcb.graphics waiting on a
release_mem label) that was permanently stuck is now resolved; void Terrarium is
unregressed (runs, audio intact, no producerless stalls). Astro still has
separate unresolved blockers (producer-behind-its-own-wait cascades and
producer=none-observed labels) tracked for follow-up; WRITE_DATA/DMA_DATA
producers could latch too but are left out until there is evidence they race.
* [Gpu] AGC: retry indirect dispatches whose GPU-computed dims aren't ready
GPU-driven games (Astro Bot) build their frame on the GPU: a compute dispatch
writes the thread-group dimensions for the next DISPATCH_INDIRECT into a guest
buffer. Our AGC parser reads those dimensions on the CPU at parse time, which
runs before the producing dispatch has executed on the render thread — so it
read 0/0/0 and dropped the work (agc.dispatch_reject zero-dimension), leaving
the scene unrendered (black) and cascading into stuck cross-queue fence waits.
Instead of dropping a zero-dimension INDIRECT dispatch, suspend the DCB on its
dimensions buffer (reusing the WAIT_REG_MEM suspend/resume + GpuWaitRegistry
machinery) until the producer writes non-zero dims, then re-parse and dispatch.
A bounded per-wait deadline (150 ms) resumes-and-drops a genuinely empty
indirect dispatch so it can never stall the queue, making the change
non-regressive: worst case matches the old drop behavior after a short wait.
Direct dispatches (dims inline) are unaffected.
Result: Astro Bot goes from a permanent black screen to actually rendering
(the presenter reports "Metal VideoOut presenting 3840x2160"). void Terrarium —
which issues no indirect dispatches — is unregressed (runs, audio intact, zero
rejects). Astro then hits a separate, newly-reached downstream crash (guest
TBB worker thread_set_state failure) tracked for follow-up.
* [ShaderCompiler] Metal: keep compute shaders within read_write and LDS limits
Two Metal limits made real Astro Bot compute shaders fail to compile/create,
which dropped their dispatches and cascaded into stuck GPU waits (splash hang):
- Textures with access::read_write are capped at 8 per function, but every
storage image was declared read_write. Track each binding's actual access
during body emission (ImageLoad->read, ImageStore->write, ImageAtomic and a
load+store sharing one binding->read_write) and emit the minimal qualifier,
so read-only/write-only storage images no longer count against the cap.
- Threadgroup memory is capped at 32 KB. A shader requesting the full 32 KB of
LDS plus the separate 3-dword wave64 bridge overflowed by 12 bytes. Alias the
bridge into the top of the LDS allocation when both are used, mirroring the
SPIR-V translator's _waveScratchInLds path, keeping the total at 32 KB.
Verified on Astro Bot: "read_write access exceeds maximum (8)" and "Threadgroup
memory size (32780) exceeds maximum (32768)" are both gone; the 27 MSL golden
tests still pass (no golden used a storage image or LDS+wave64 shader).
* [Gpu] AGC: break cross-queue GPU wait deadlocks with a produced-value fallback
Real GPU-driven titles (Astro Bot) drive graphics and compute queues with
mutually dependent WAIT_REG_MEM fences: graphics waits on a compute EOP label,
compute waits on a graphics label. On hardware the two queues run concurrently
so the cycle resolves, but our submission parser is serial, so a label that gets
written -> reset for reuse -> re-waited across queues can wedge forever. The
latch fix helped the write-then-consume race but the cycle re-formed each frame
(graphics stuck at 3 flips, compute queues permanently suspended).
Producers now record the last value they wrote to each label
(GpuWaitRegistry.RecordProduced). A new deadlock breaker
(CollectDeadlockBroken, run from DrainResumableDcbs) releases any waiter stuck
past a 500 ms deadline whose condition is satisfied by that recorded value —
i.e. a real producer signalled the label at least once, guest memory has just
since been reset. It never fabricates a value, and the long deadline means
legitimate fences (which complete within a frame) never trip it.
Verified: Astro Bot goes from 3 flips (wedged on splash) to 25, loads its
splash level ("LevelDocument Loaded: ps_logo") and produces 2432x1368 frame
content. void Terrarium is untouched — 0 deadlock-break events, 1020 flips,
audio intact (its waits resolve far under the deadline). Tunable via
SHARPEMU_GPU_DEADLOCK_BREAK_MS.
* [Cpu] SSE4a EXTRQ patch: cover any blend destination register, not just xmm0
The EXTRQ+VPBLENDD idiom rewrite only matched when the blend destination was
xmm0 (VEX.vvvv byte 0x79). Sony's toolchain allocates that register freely: a
Dead Cells build emits `EXTRQ xmm4,0x28,0x00 ; VPBLENDD xmm3,xmm3,xmm4,2`
(VEX byte 0x61, dest xmm3). That instance stayed unpatched, so the AMD-only
EXTRQ reached Rosetta 2 and raised #UD -> SIGILL (0xC000001D) the moment the
game entered gameplay (loading level PrisonStart).
Read the destination register from VPBLENDD's VEX.vvvv / ModRM.reg as well as
the source from the ModRM r/m field, and emit PINSRD into that destination. Both
are still constrained to xmm0-xmm7 by the fixed VEX prefix. Match/encode stay in
the unit-tested helper.
Verified: Dead Cells now patches 14 EXTRQ blends (previously 0 on this build),
no SIGILL, and reaches PrisonStart. 15 patch unit tests pass, including the exact
xmm3/xmm4 bytes that faulted.
* [HLE] Implement Dead Cells' remaining unresolved imports
Three imports Dead Cells calls during boot/level-load were unresolved, so they
returned no defined value:
- scePadGetHandle (libScePad): returns the primary pad's handle (polled every
frame for input); same validation as scePadOpen.
- sceNpEntitlementAccessGetAddcontEntitlementInfo (libSceNpEntitlementAccess):
singular add-on-content lookup; we own no DLC, so zero the info out and return
OK, matching the existing list variant.
- sceNpUniversalDataSystemEventPropertyArraySetString: telemetry setter, dropped.
Dead Cells now boots with zero unresolved imports. (It still stalls later at
PrisonStart level-load — a separate GPU/threading issue, not an import gap.)
* [Kernel] Fix pthread mutex deadlock: trylock semantics + stale-waiter clog
Hades hard-froze during boot on a "free but reserved" mutex: owner==0 yet
every acquisition failed forever. Two independent defects in the pthread
mutex compat layer combined to wedge it, both traced from real runs.
1. trylock incorrectly required an empty wait queue. POSIX
pthread_mutex_trylock succeeds whenever the mutex is not currently held
and owes no fairness to queued waiters; gating it on Waiters.Count==0 made
a spin-on-trylock loop (which the game runs) spin forever against a single
undrainable waiter even though owner==0. trylock now acquires on owner==0;
the blocking lock still honours FIFO so genuine blocked waiters are not
starved by a barging locker.
2. cond_timedwait timeouts leaked mutex re-acquire waiters. A cond wait's
timeout enqueues a re-acquire waiter whose wake hand-off can be lost,
orphaning it in the mutex queue. Multiple orphans from one thread piled at
the FIFO head; the unlock hand-off then woke a dead wake-key and the mutex
never drained. A thread can hold at most one pending acquisition on a
mutex, so EnqueueMutexWaiterLocked now prunes any prior waiter for the same
thread before enqueueing — collapsing the leaked pile.
Verified: Hades advances from a hard freeze at ~4.9M HLE calls (main and a
worker both blocked on the same free mutex) to 24.9M calls with no stall,
reaching the save-data/user-service boot stage. void tRrLM behaves
identically with and without the change (no regression); all 268 Libs tests
pass.
* [Perf] Gate event-flag tracing so it allocates nothing when disabled
TraceEventFlag built its interpolated argument (and, on the wait path,
FormatFrameChain + a new StringBuilder(256) in FormatGuestWaitObject plus
~12 guest-memory reads) on every call, then checked the env var inside the
method — so every sceKernelSetEventFlag/Clear/Poll/Wait paid a string
allocation and an Environment.GetEnvironmentVariable P/Invoke even with
tracing off. Cache the flag once in a static readonly bool and gate every
call site, matching the semaphore/event-queue pattern. Behavior is
unchanged when SHARPEMU_LOG_EVENT_FLAG=1.
* [Perf] Hoist IsNoBlockLeaf classification to import-stub setup
The leaf-dispatch path called IsNoBlockLeafImport(nid) — a ~30-literal
string pattern match — on every leaf import. IsLeaf/NidHash were already
precomputed on ImportStubEntry at stub setup; add IsNoBlockLeaf alongside
them and read the field in the hot path. Behavior unchanged.
* [Perf] Cache trace env-var flags read on hot paths
Two SHARPEMU_LOG_* env vars were read via Environment.GetEnvironmentVariable
(a P/Invoke + transient string) on hot paths: SHARPEMU_LOG_FIBER on every
fiber context transfer, and SHARPEMU_LOG_DIRECT_MEMORY on every direct-memory
op (~8 sites). Cache both once — _logFiber alongside the other backend _log*
flags, and _traceDirectMemory behind the existing ShouldTraceDirectMemory
helper. Behavior unchanged.
* [Perf] Avoid per-iteration thread snapshot in the idle pump loop
PumpUntilGuestThreadsIdle allocated a full GuestThreadState[] snapshot
(via LINQ Values.ToArray()) on every spin just to tally three run-state
booleans. Tally them under the lock with an allocation-free helper, and
only materialize the snapshot inside the gated (default-off) diagnostic
dump. SnapshotGuestThreads now uses Values.CopyTo instead of LINQ.
Behavior unchanged.
* [Perf] De-LINQ GetPixelColorExportMask on the per-draw path
GetPixelColorExportMask ran a Select/OfType/Where/Aggregate chain over all
shader instructions, allocating iterators + closures, and is called per
render target (twice per draw via CreateRenderState and HasPixelColorExport).
Replace with a manual scan producing the identical mask — no allocation, and
it removes an authored-LINQ use the repo bans.
* [Perf] De-LINQ per-draw render-target selection in AgcExports
The bound-render-target selection used Where(...).OrderBy(...).ToArray()
(plus a second Where/ToArray fallback) on every translated draw, allocating
LINQ iterators + closures. Replace with an explicit filter into a pre-sized
list + List.Sort by slot; slots are distinct so this matches the stable
OrderBy. Same result, no per-draw LINQ allocations.
* [Perf] De-LINQ per-draw render-target validation in the Vulkan presenter
SubmitOffscreenTranslatedDraw validated its render targets with
targets.Any(...) twice plus targets.Select(a=>a.Address).Distinct().Count()
(a per-draw HashSet), and broadcast a single blend with
Enumerable.Repeat(...).ToArray(). Targets are <= 8, so replace with manual
scans (invalid-target check; combined dimension-mismatch + pairwise
aliasing check) and Array.Fill. Same results, no per-draw LINQ allocations.
* [Perf] Binary-search VirtualQuery region lookup (SortedList)
_mappedRegions was an unordered Dictionary, so TryFindVirtualQueryRegionLocked
scanned every region for containment/next — O(n) per sceKernelVirtualQuery and
O(n^2) when an allocator walks the address space with the findNext flag. Store
regions in a SortedList keyed by base address (every write already uses the
region's own address as the key) and find the containing/next region with a
binary search over the sorted keys. Also drops a now-redundant Values.OrderBy.
Non-overlapping regions assumed (mmap semantics), so only the floor region can
contain the query. Behavior-preserving; worth spot-checking VirtualQuery-heavy
titles.
* [Perf] Remove stray CLI packages.lock.json committed by mistake
git add -A in an earlier commit swept in a regenerated
src/SharpEmu.CLI/packages.lock.json. main tracks no lock files (central
package management, no RestorePackagesWithLockFile), and REUSE.toml no
longer covers packages.lock.json, so the committed file failed the REUSE
Compliance check. Remove it.
* [Core] Add POSIX native execution and PS5 SELF support
Extend the native backend, guest TLS, fixed-address memory, and loader paths needed by PS5 titles on Windows, Linux, and macOS. Keep workstation GC so high-core-count hosts do not reserve over fixed guest image bases.
* [HLE] Expand PS5 service and media compatibility
Add the kernel, threading, save-data, networking, audio, video-codec, font, dialog, and service exports required by newer PS5 software. Preserve every SysAbi NID currently registered by main while adding the compatibility surface used by ASTRO BOT.
* [AGC/Vulkan] Extend Gen5 shader and presentation support
Expand PM4 handling, Gen5 shader translation, MRT and packed export support, guest image tracking, depth initialization, texture aliasing, and Vulkan presentation. Add the performance overlay and address-filtered diagnostics used to validate ASTRO BOT with original shaders.
* [Core] Align static TLS reservation across hosts
* [Pad] Align primary user ID with UserService
* [Gpu] Preserve runtime scalar buffers across renderer seam
* [AGC] Restore omitted command helper exports
* [Vulkan] Reuse primary views for promoted MRT targets
* [Vulkan] Preserve scratch storage bindings in compute dispatches
* [macos/linux] Cross-platform host memory, TLS, and ABI layer for POSIX
Introduces the foundation for running SharpEmu on macOS (osx-x64 under
Rosetta 2) and Linux (linux-x64). The CPU backend executes guest x86-64
code natively, so these targets run the whole process as x86-64; this
commit replaces the Windows-only host primitives with platform-dispatched
equivalents so the guest boots and services HLE calls off Windows.
Memory (HostMemory.cs, new): a Win32-semantics facade over
mmap/mprotect/munmap with a shadow region table answering VirtualQuery.
PhysicalVirtualMemory, DirectExecutionBackend, StubManager, and the two
Kernel*CompatExports now go through it instead of kernel32 P/Invokes.
Exact-address requests use MAP_FIXED_NOREPLACE (Linux) / guarded
MAP_FIXED (macOS) so they match Win32 "map there or fail" semantics.
TLS + host helpers (PosixHostStubs.cs, new): pthread-backed TLS and
Win64-ABI-compatible stubs for the kernel32 helpers the backend embeds
into emitted x86-64 code (TlsGetValue, QueryPerformanceCounter,
SwitchToThread, Sleep). A Win64->SysV thunk wraps managed callbacks,
since .NET on POSIX compiles them for the SysV ABI while the emitted
call sites use Win64.
Guest address layout: the 0x7FFx window is Windows-only (dyld shared
cache / Rosetta runtime live there on POSIX), so stack/TLS/stub regions
relocate to 0x6FFx off Windows.
Vectored exception handling is gated off on POSIX for now (guest faults
are not yet recovered) — the signal-based bridge is the next step. Also
adds osx-x64 to the RID list and a Docker-based Linux smoke-test script.
Status: on both macOS (Rosetta) and Linux (amd64), the guest now boots,
runs native x86-64 code, and dispatches HLE imports. macOS stops at a
Rosetta translation-cache issue; Linux runs ~252 imports through C++
static-init before hitting the missing fault handler (SIGSEGV).
* [posix] Bridge the vectored exception handler to sigaction(SIGSEGV/SIGBUS/SIGILL)
Guest faults on macOS/Linux previously terminated the process because the
recovery logic in DirectExecutionBackend.Exceptions.cs was Windows-only.
This adds a POSIX front-end that reuses the existing handler bodies:
- DirectExecutionBackend.PosixSignals.cs installs SA_SIGINFO handlers via
an [UnmanagedCallersOnly] entry, rebuilds the Win64 EXCEPTION_POINTERS /
CONTEXT view from the platform mcontext (Darwin __ss thread state via
the mcontext pointer at ucontext+48, Linux glibc gregs at ucontext+40 --
offsets verified against the headers on both platforms), runs the same
chain as the VEH path (TryRecoverUnresolvedSentinel trap-sentinel
recovery, TryHandleLazyCommittedPage demand paging, VectoredHandler
diagnostics incl. FS/GS TLS-fault detection), and writes register
changes back into the mcontext so sigreturn resumes the repaired guest.
Unrecovered faults chain to the previously installed handler so the
.NET runtime keeps mapping its own faults to managed exceptions.
- The whole recovery path is warmed up with fabricated inputs before the
handlers are installed. This is required under Rosetta 2: the signal
trampoline cannot enter x86 code that has never been executed (and so
never translated) -- a cold handler is silently never invoked and the
faulting instruction retries forever (reproduced and verified in an
isolated .NET test under Rosetta for Linux). It also keeps first-fault
JIT work out of the signal frame.
- Handlers run without SA_ONSTACK: the runtime's alternate stacks are too
small for the diagnostic path, while guest (2MB) and host thread stacks
match where Windows dispatches exceptions anyway.
- The raw reads in the shared fault diagnostics (stack qwords, RBP walk,
code bytes at RIP) now probe the region table on POSIX before touching
memory, since a nested SIGSEGV inside the handler would kill the
process before diagnostics finish. Windows keeps its try/catch reads.
- Escape hatches: SHARPEMU_DISABLE_POSIX_SIGNALS=1 skips installation,
SHARPEMU_DISABLE_RAW_HANDLER=1 disables sentinel recovery (parity with
Windows), SHARPEMU_LOG_POSIX_SIGNALS=1 traces every delivery (first 16
and every 1024th are always traced).
Verified with the test game: Linux (amd64 container) previously died with
SIGSEGV right after import #252; it now recovers/diagnoses signals and the
run proceeds to the real next blocker, an unpatched negative-offset guest
TLS read (fault at TLS base - 0x1708), which gets the full NATIVE
EXCEPTION dump before terminating. macOS is unchanged: the bridge installs
and the game still stops at the known Rosetta translation-cache error at
import 12, which is the next work item.
* [posix] Fix guest memory layout faults: TLS prefix, exact mmap, map search base
Three fixes that take the test game from dying during libc init to running
its full main loop on macOS and Linux:
- Static TLS blocks live below the TCB (FreeBSD amd64 variant II) and
libc.prx reaches past -0x1700, but only a 4KB prefix was mapped below
the TLS base. The prefix is now 64KB on POSIX (Windows keeps 4KB); the
fault was a read at TLS base - 0x1708 during libc init.
- HostMemory exact allocation on macOS used MAP_FIXED, which silently
maps over untracked host memory. The direct-memory allocator's address
scan walked into the .NET runtime's JIT heap and replaced live code,
which under Rosetta 2 surfaced as "no code fragment associated with
the given arm pc". Exact placement now passes the address as a hint
and fails on relocation, like MAP_FIXED_NOREPLACE does on Linux.
- sceKernelMapDirectMemory/MapFlexibleMemory searched for free space
starting at 4GB, which is the Mach-O image base on macOS. The default
search base is 0x20_0000_0000 on POSIX, and TryAllocateAtOrAbove now
asks the kernel for a placement instead of page-stepping through host-
owned address space (Rosetta ignores mmap hints for whole VA windows),
over-allocating when the caller needs more than page alignment.
Windows behavior is unchanged; all divergences are platform-guarded.
* [macos] Video presenter on the main thread, MoltenVK support, window keyboard input
Gets the test game from a headless loop to a playable window on macOS:
- AppKit traps with SIGILL ("NSUpdateCycleInitialize() is called off the
main thread") when GLFW runs on a worker thread. The CLI now moves
emulation onto a worker thread on macOS and parks the real main thread
in HostMainThread.Pump(); the presenter posts its whole window loop
there instead of spawning a thread, and a shutdown handler asks the
render loop to close the window so the pump unwinds on guest exit.
- MoltenVK: enable VK_KHR_portability_enumeration (+ the portability
instance flag) and VK_KHR_portability_subset when advertised, and gate
robustBufferAccess2 on the device actually supporting it (Metal does
not; the old code keyed it off robustImageAccess2 and vkCreateDevice
failed with ErrorFeatureNotPresent).
- Input: pad exports polled user32 GetAsyncKeyState, so POSIX hosts threw
DllNotFoundException per scePadReadState call. The presenter now
attaches the window's keyboard via Silk.NET.Input into HostWindowInput,
and the pad exports map the existing VK-code layout onto it off
Windows. Headless hosts (Linux containers) report a disconnected
keyboard and fall back to neutral pad data silently.
GLFW needs an x86-64 Vulkan loader under Rosetta: place a universal
libMoltenVK.dylib next to SharpEmu named libvulkan.1.dylib (Homebrew's
arm64-only copy cannot load into the x86-64 process) and export
DYLD_LIBRARY_PATH to that directory.
Verified: Dreaming Sarah boots to a MoltenVK-backed 2560x1440 window on
macOS (Apple M4, Rosetta 2), renders the intro, title, and menus, and
keyboard input drives it into gameplay. Linux (amd64 container) runs the
same build headless through millions of imports with no faults. Windows
paths unchanged; arm64 and x64 builds clean.
* [posix] CoreAudio playback, self-contained MoltenVK loading, input/log polish
- Audio: sceAudioOut ports now play through an AudioQueue backend on macOS
(stereo PCM16 with the same 32KB backpressure pacing as the WinMM path).
The WinMM port and the new CoreAudio port share an IHostAudioPort
interface and sample converter; hosts without a backend (Linux
containers) keep the silent fallback.
- MoltenVK: GLFW resolves Vulkan with dlopen("libvulkan.1.dylib"), which
cannot see the app-local universal MoltenVK build, so the presenter now
feeds vkGetInstanceProcAddr straight into glfwInitVulkanLoader (GLFW
3.4) before creating the window. No DYLD_LIBRARY_PATH needed; the CLI
also preloads the dylib for Silk.NET and prints setup hints when it is
missing. scripts/fetch-macos-moltenvk.sh stages the official universal
dylib next to a build.
- The virtual-range allocator's failure trace now names the address and
length instead of "AllocateAt invocation threw".
Investigated and documented (not port defects): the savedata transaction
failure is identical on Linux and macOS (HLE argument-register mapping for
sceSaveDataCreateTransactionResource), and the in-game tile speckling has
no platform-specific code in its path - the one macOS-only delta is that
MoltenVK lacks robustBufferAccess2, so out-of-bounds shader reads return
garbage instead of zeros.
Verified on macOS: window, audio backend, and keyboard input all come up
with zero environment configuration; the game runs to gameplay. Linux
headless run unchanged (silent audio, no faults). Windows paths untouched;
arm64 and x64 builds clean.
* [cpu] Preserve guest registers and flags across patched TLS accesses
The TLS patch handler replaces guest `mov reg, fs:[...]` instructions,
which preserve every other register and the flags - but the handler
loaded the TLS index into ecx and called TlsGetValue (Win64: clobbers
rcx/rdx/r8-r11) with `sub/add rsp` trashing the arithmetic flags. Guest
code that keeps live values or comparison results across a TLS access
computed garbage deterministically. The handler now saves rcx, rdx,
r8-r11, and the flags around the call, keeping the same inner stack
alignment. This applies to the load patches and both store-helper stubs,
on every platform.
Also in this change, from the rendering-artifact investigation:
- The present blit picks linear filtering for any fractional scale
(nearest only for integer upscales): a 3840x2160 guest frame blitted
into a 2560x1440 swapchain with nearest silently dropped every third
row/column.
- ClampViewport no longer trims the guest viewport rectangle to the
render target; trimming changed the guest's scale/offset and skewed
texel addressing. Vulkan permits viewports beyond the framebuffer
(the scissor confines rendering), so only spec bounds are enforced.
- Env-gated diagnostics grown during the investigation: guest texture
dumps (SHARPEMU_TEXTURE_DUMP_DIR), aliased guest-image readback dumps
(SHARPEMU_TRACE_GUEST_IMAGES=alias), small-render-target write movies
(SHARPEMU_TRACE_GUEST_WRITES=small), unattended input injection
(SHARPEMU_AUTO_CROSS=secs,...), viewport nudging
(SHARPEMU_VIEWPORT_EPSILON), chunked-draw toggle
(SHARPEMU_DISABLE_CHUNKED_DRAWS), and rect-list/draw vertex traces.
Known remaining issue (root cause narrowed, not yet fixed): the game's
terrain texture pages are corrupted in guest memory before any GPU work
- the mound's solid-fill 32x32 tiles decode to fully transparent texels
and the grass page has deterministic gaps, byte-identical across runs.
Ruled out: memcpy/memmove/memset/realloc HLE semantics, sampler wrap
modes, texel-boundary rounding, chunked draws, viewport handling. Next
step is auditing the Chowdren asset decode path (custom compressed
images) against the emulator's import surface.
* [linux] ALSA playback backend for sceAudioOut
sceAudioOut ports on Linux now play through libasound instead of the
silent fallback. The PCM device opens in blocking mode with ~170ms of
device buffer (the time-equivalent of the 32KB queue the WinMM and
CoreAudio ports keep), so snd_pcm_writei provides the same backpressure
pacing without a managed queue. Underruns and suspend/resume go through
snd_pcm_recover with one retry per submit; anything else drops the
buffer rather than stalling the guest.
The "default" device routes through PulseAudio/PipeWire on desktops
and straight to hardware on bare ALSA; SHARPEMU_ALSA_DEVICE overrides
it (the null device makes the path testable in containers). A missing
libasound or device fails port creation and lands in the existing
silent fallback.
Verified in an amd64 container: the test game opens the port
(backend=alsa, 48kHz stereo float32) and streams sceAudioOutOutput
through the null device for a full run; without a usable device the
port logs a warning and falls back to silent. Playback on real Linux
audio hardware has not been tested.
* [fixes] Address review feedback: commit bounds, CoreAudio shutdown, dump errors
- HostMemory: a MEM_COMMIT that runs past its reservation now fails like
Win32 instead of committing a prefix and reporting success. All current
callers already clamp their ranges to the region, so this only guards
future callers.
- CoreAudioPort: Dispose wakes a submitter waiting on backpressure and
the wait treats ObjectDisposedException as a timed-out wait, so closing
a port during playback can no longer throw. A failed AudioQueueStart
tears the queue down and fails fast instead of leaving an undrainable
queue that stalls every later submit on its timeout.
- AgcExports: texture dumping catches all write failures (bad path,
permissions), logging a warning instead of crashing when
SHARPEMU_TEXTURE_DUMP_DIR points somewhere unusable.
Verified with the Linux container run: game boots and streams audio with
the stricter commit check, and a dump dir under /proc produces warnings
instead of taking the process down.
* [ci] Build linux-x64 and osx-x64 archives
Adds a build-posix matrix job (ubuntu-latest / macos-latest) mirroring
the Windows build: locked restore, Release build, self-contained CLI
publish, and a tar.gz artifact per RID (tar keeps the executable bit).
The macOS archive also stages the universal MoltenVK dylib via
scripts/fetch-macos-moltenvk.sh so the artifact runs without any manual
Vulkan setup. The release job still only ships the Windows archive.
* [cli] Keep POSIX glfw natives outside the single-file bundle
The KeepGlfwOutsideSingleFile target only matched filenames starting
with 'glfw', which covers Windows (glfw3.dll) but not libglfw.3.dylib /
libglfw.so.3. Those got embedded into the single-file bundle, and
Silk.NET's library loader does not probe the bundle extraction
directory, so a published build died with "Couldn't find a suitable
window platform" (and the glfwInitVulkanLoader wiring, which loads the
library from AppContext.BaseDirectory, could not run either). Keeping
the POSIX names loose next to the executable fixes both, the same way
the Windows build already handled it.
Found by running the CI-built osx-x64 archive: video failed while local
loose-file builds worked. With the fix the published single-file build
opens the MoltenVK window, wires the loader, and reaches gameplay.
* [ci] Publish linux-x64 and osx-x64 release archives
The build-posix artifacts now ship as per-RID GitHub releases on main
pushes and manual dispatches, tagged the same way as the win64 ones
(<rid>-<ref>-<sha>). Archives stay tar.gz so the executable bit
survives extraction.
* [cli] Fail early on non-x86-64 host processes
The CPU backend executes guest x86-64 code natively, so the process
must be x86-64 (win-x64/linux-x64 on x64 hardware, osx-x64 under
Rosetta 2 on Apple Silicon). An arm64 process previously failed deep
inside emulation startup, indistinguishable from MoltenVK, signal
handler, or guest memory problems. CLI mode now checks the process
architecture up front and exits with a message naming the supported
execution model (and the Rosetta install command on macOS). The
GUI-only path stays usable on arm64.
* [video] Log the selected Vulkan device name and API version
The presenter never named the GPU it picked, so a 'no video' report
could not be told apart from a real windowing failure without guessing.
It now logs the device name, type, and API version right after
selection. A software rasterizer (llvmpipe/lavapipe/SwiftShader) shows
up here and typically lacks the device features the translated shaders
need, which is the likely cause when a window opens and presents frames
but nothing draws.
* [video] Steer GLFW to XWayland on Wayland sessions
GLFW's native Wayland backend does not reliably map the Vulkan window
with some drivers (NVIDIA in particular): frames present but the window
never becomes visible, so the game runs with audio and no picture. A
report on an RTX 5080 showed exactly this — all device features present,
frames presenting, but the log had 'libdecor-gtk.so failed to init' and
a 1.4x-scaled window, both Wayland tells.
On a Wayland session that also exposes an X server (DISPLAY set), the
presenter now clears WAYLAND_DISPLAY for its own process before GLFW
initializes, so GLFW selects its dependable X11/XWayland backend.
SHARPEMU_ENABLE_WAYLAND=1 opts back into native Wayland. Headless
(no DISPLAY) and non-Linux hosts are unaffected.
* [video] Force GLFW X11 backend via the platform init hint, log the platform
The previous attempt cleared WAYLAND_DISPLAY to steer GLFW off Wayland,
but a reporter still hit the native-Wayland path (the Wayland-only
libdecor error persisted), so that env trick doesn't switch GLFW.
Use GLFW's supported mechanism instead: glfwInitHint(GLFW_PLATFORM,
GLFW_PLATFORM_X11) before GLFW initializes, called into the same libglfw
GLFW itself loads (the pattern InitializeMacVulkanLoader already uses).
Still gated on a Wayland session with an X server present (DISPLAY set)
so we never force X11 where XWayland can't catch it, and still
overridable with SHARPEMU_ENABLE_WAYLAND=1.
Also logs 'GLFW windowing platform in use: <backend>' after init via
glfwGetPlatform, so a 'no window' report shows X11 vs Wayland outright.
Verified on macOS: the readback correctly reports Cocoa and the
presenter is unaffected (the fix is a no-op off Linux).
* [video] Run the GLFW window on the main thread on Linux too
GLFW requires window creation and event processing on the process main
thread on every platform: initialization, window creation, and
glfwPollEvents are main-thread-only, and X11 in particular has a single
event queue that must be serviced there. A window created and polled on
another thread may never map — which is why the game ran (audio, imports,
even Vulkan present) with no visible window on Linux.
macOS already routed the window loop to the main-thread pump (AppKit
needs it); Windows is fine because it has a per-thread event queue. Linux
was the gap: it spawned a background thread for the presenter. Extend the
existing HostMainThread pattern to Linux — emulation runs on a worker,
the main thread pumps the window work the presenter posts.
Refs GLFW intro guide (thread-safety): init, window creation, and event
processing are restricted to the main thread.
Verified: macOS still boots to its window unchanged; the Linux headless
container runs to millions of imports with no deadlock or regression.
On-screen confirmation on a real Linux desktop is still pending, but this
is the documented root cause for a windowless-but-running Linux session.
* [posix] Skip Win32 native guest workers
* [vulkan] Synchronize offscreen targets before present
* [vulkan] Transition fresh textures from undefined layout
* [vulkan] Report swapchain pixels before source readback
* [vulkan] Emit requested guest image diagnostics
* [agc] Diagnose guest texture fallbacks
* [linux] Keep guest GPU mappings in low address space
* [video] Reduce diagnostic stalls and drain complete frames
* [memory] Harden packed GPU address handling
* [readme] Document Linux and macOS release support
* [posix] Integrate the host platform abstraction
* [posix] Restore guest thread address window
* [video] Run the performance HUD on POSIX hosts
The FPS/CPU/work HUD bailed out unless the host was Windows; only the
per-thread hottest-thread scan actually needs Windows APIs. Keep that
scan Windows-only (POSIX reports 'idle') and let the rest of the HUD
run everywhere — the title is already set from the render thread, which
owns the window on macOS and Linux.
* [posix] Implement native guest worker threads
Guest entry stubs must not run above CLR-managed frames on CLR-created
threads (see the NativeWorker preamble); the PR previously fell back to
the inline calli path on POSIX, which reproduced the documented
'attempted to call a UnmanagedCallersOnly method from managed code'
fail-fast (observed after Dreaming Sarah's menu select) and left the
runtime's suspension machinery walking guest frames.
Provide the missing POSIX half of the worker loop:
- PosixHostStubs grows Win64-convention WaitForSingleObject/SetEvent/
ExitThread stubs backed by dispatch semaphores (macOS) / unnamed POSIX
semaphores (Linux) plus pthread_exit, with EINTR retry in the wait.
- Worker events are creatable/signalable/waitable from managed code too,
so NativeGuestExecutor.Run keeps its handshake (AutoResetEvent stays
on Windows byte-for-byte).
- PosixHostThreading implements CreateNativeThread/WaitForThreadExit/
CloseThreadHandle over pthreads (liveness probed with
pthread_kill(0), then joined).
- RunPrologue/RunEpilogue are routed through the existing Win64->SysV
thunks, so the emitted loop stays identical across platforms.
* [macos] Disable concurrent GC under Rosetta's write-watch hazard
Background GC's write-watch revisit (SoftwareWriteWatch::GetDirty ->
FlushProcessWriteBuffers) calls thread_get_register_pointer_values on
every thread; under Rosetta 2 that Mach call stalls indefinitely on
threads executing translated guest code. The background mark phase then
never finishes and every allocating or Monitor-taking thread wedges
behind it — observed as Dreaming Sarah freezing at the menu/loading
screen with FPS 0 in 5 of 7 runs, dispatcher/watchdog parked in
Monitor.Enter and all BGC threads waiting in t_join.
Non-concurrent GC never takes that path; a 5-minute soak now holds
22-31 fps in-game with zero stalls. Windows and Linux keep concurrent
GC.
* [diag] Periodic guest-thread snapshots with gate-owner tracking
SHARPEMU_PERIODIC_SNAPSHOT_SECONDS=N dumps the stall snapshot every N
seconds even while imports are progressing, for soft stalls where the
game stops advancing but threads keep spinning. The periodic dump never
touches the guest-thread gate (it must keep reporting when the gate is
what's wedged): it reads a lock-free owner record — every gate
acquisition now goes through LockGate(site), which notes site/thread —
and walks the thread table without the lock, tolerating torn reads.
SHARPEMU_PERIODIC_SNAPSHOT_FILE redirects the dump to a side file for
the case where the console itself is wedged (frozen log mirror was one
of the observed failure modes).
* [nuget] Add osx-x64 RID targets to lock files
* [cpu] Back off the guest join poll
TryJoinThread polled the host thread at a fixed 1ms; a game main thread
joining a long-lived worker (Dreaming Sarah parks there for the whole
session) burned ~5% of managed CPU in Join/Sleep syscalls. Ramp the
poll interval to 10ms once the join is clearly long-lived — exit
detection latency for long joins moves from ~1ms to at most 10ms, and
short-lived joins still resolve on the first 1ms polls.
* [nuget] Add linux-x64/win-x64 RID targets to lock files
* [posix] Keep guest stacks clear of the import-stub descent
The import-stub region descends from 0x7000_0000_0000 on the same 16MB
grid as the guest thread windows; moving stacks to 0x6FFF_E000_0000 put
them inside the stub region's 64-module descent range (floor
0x6FFF_C000_0000), silently consuming the top ~32 stack slots on hosts
with many loaded modules. Drop the POSIX stack base to 0x6FFF_A000_0000:
512MB below the stub floor, still 2.5GB above the TLS window. Windows
keeps 0x7FFF_E000_0000 (its bands are ~15TB apart).
* [pad] Read window gamepads on POSIX hosts
XInput and the DualSense hid reader are Windows-only, which left
macOS/Linux with keyboard input only. The presenter's Silk/GLFW input
context already enumerates gamepads on both platforms, so track their
state in HostWindowInput (event-driven on the window thread, snapshot
guarded like the key set) translated to ORBIS conventions: GLFW's Xbox
layout maps A/B/X/Y to Cross/Circle/Square/Triangle, sticks bias from
-1..1 to 0..255 with Y growing down, and triggers rescale from GLFW's
-1..1 resting-at--1 range with digital L2/R2 bits past 25%.
The merge into ReadHostInputState is gated to non-Windows so a physical
pad is never sampled twice through both a native reader and GLFW.
Hotplug is handled via ConnectionChanged; with no pad connected the
path is inert.
Untested against a physical controller (none attached to the dev host);
axis conventions follow the GLFW gamepad-mapping contract.
* [nuget] Refresh lock files after cross-RID restores
* [posix] Adopt the host audio/input seams from main
Main's #192 abstracted audio output and pad/keyboard input behind
IHostAudioOutput/IHostInput; re-express the POSIX backends behind them:
- CoreAudioPort/AlsaAudioPort move to Host/Posix as
PosixCoreAudioStream/PosixAlsaAudioStream implementing
IHostAudioStream. The seam converts to stereo PCM16 before Submit, so
the ports' own conversion (and IHostAudioPort/AudioSampleConverter)
is gone; queueing and backpressure are unchanged.
- PosixHostAudio selects CoreAudio (macOS) / ALSA (Linux) as the
platform's IHostAudioOutput.
- PosixHostInput implements IHostInput over an
IPosixWindowInputSource that HostWindowInput registers when the
presenter attaches the window's GLFW input context: keyboard with
virtual-key translation, the window gamepad snapshot (now in seam
HostGamepadState/HostGamepadButtons terms), and keyboard-connected as
the focus signal. Rumble/lightbar no-op (GLFW has no such API).
- PadExports drops its direct HostWindowInput gamepad merge — pads now
flow through IHostInput.GetGamepadStates like every platform.
- PosixHostThreading.RequestTimerResolution is a documented no-op.
All three RIDs build; SharpEmu.Libs.Tests pass (26/26).
* [nuget] Regenerate GUI lock file for RID-less locked restore
Local cross-RID builds stamped a win-x64 runtimes section into
SharpEmu.GUI's lock file; the project declares no RuntimeIdentifiers,
so CI's 'dotnet restore --locked-mode' failed with NU1004 on every
platform. Regenerated via a plain solution restore (--force-evaluate),
matching what the workflow validates.
* [HLE] Stop allocating on the memcpy/memset and trace hot paths
memcpy/memmove no longer allocate a bounce buffer sized to the whole
copy (large copies previously landed on the LOH); they loop through a
single pooled 256 KB rental, copying high-to-low when the destination
overlaps above the source so memmove semantics survive the chunking.
memset reuses a shared zero chunk for the dominant zero-fill case and
rents/fills only min(length, 16K) bytes for non-zero values instead of
allocating and filling a fresh 16 KB array per call; the map-time
zero-fill loop shares the same zero chunk.
SHARPEMU_LOG_SEMA / SHARPEMU_LOG_VIDEOOUT are now read once into cached
bools and every TraceSemaphore/TraceVideoOut call site is guarded, so
trace messages are no longer interpolated (and the env var no longer
queried) on every semaphore op and every flip with tracing off. Trace
output when the flags are set is unchanged.
* [HLE] Remove per-frame allocations from the vblank/flip/equeue plumbing
The 60 Hz vblank pump no longer allocates per edge: PumpVblanks reuses a
pump-thread-only port list instead of a LINQ Where/ToArray, and
SignalVblank/SubmitFlip snapshot their event registrations into pooled
rentals instead of copying the List on every edge and every flip (the
snapshot must still be taken, since triggers run outside _stateGate and
a per-port reusable buffer would race the pump thread against a guest
thread's first-edge signal).
sceKernelWaitEqueue delivery rents the dequeue buffer from the pool
instead of allocating an array per wait, and event-queue wake keys are
formatted once per handle (cached in a ConcurrentDictionary, dropped on
queue delete) instead of building the string on every enqueue. The
semaphore wake key moves onto KernelSemaphoreState at creation, the
same pattern the pthread mutex state already uses, removing the
per-signal/per-wait formatting. SHARPEMU_LOG_EQUEUE is read once into a
cached bool like the sema/videoout flags.
* [HLE] Read guest C-strings without per-call buffer allocations
CpuContext.TryReadNullTerminatedUtf8 allocated a byte[capacity] and
issued one TryRead per byte for every string-argument import. It now
reads through a stack buffer (pooled above 512 bytes) in 128-byte bulk
chunks, falling back to per-byte reads only when a chunk touches an
unreadable range so a terminator sitting just before unmapped memory
still resolves exactly as before. The chunk bound also keeps the
overread past the terminator smaller than the old loop's worst case is
wide, so no fault can appear where the byte loop succeeded.
TryReadAsciiZ (dlsym/symbol resolution) drops its List<byte> + ToArray
round-trip for the same stack/pooled buffer, keeping the byte-by-byte
TryReadByteCompat reads because their Marshal.ReadByte fallback must
probe exactly up to the terminator. Only the final string is allocated
on either path now.
* [HLE] Replace blocking-wait closures with waiter continuation objects
Every wait that actually parked a guest thread allocated two capturing
lambdas (plus their display classes) for the scheduler's resume/wake
callbacks. RequestCurrentThreadBlock and the backend's blocked-thread
state now carry a single IGuestThreadBlockWaiter instead of the
Func<int>/Func<bool> pair: TryWake keeps the run-under-the-scheduler-
gate contract and Resume still produces the guest's RAX on the woken
thread. The waiter stays attached through the wake transition (the old
code nulled only the wake handler there) and is consumed at resume.
The existing waiter objects absorb the captured state as fields, so a
blocking wait now allocates exactly one object: SemaphoreWaiter,
PthreadMutexWaiter, and EventFlagWaiter implement the interface
directly, and the equeue, cond, and rwlock waits get small waiter
classes replacing their closures. Handler bodies delegate to the same
static methods with the same arguments as before; the untimed event
flag wait's mutable captured result becomes a field on its waiter.
* [HLE] Back pending event queues with a ring deque instead of LinkedList
LinkedList<KernelQueuedEvent> allocated a node object on every
non-coalesced enqueue — one per vblank/flip edge per registered queue,
60+ times a second in steady state. KernelEventDeque is a grow-only
ring buffer over a KernelQueuedEvent[] with the three operations the
queue actually uses (AddLast, RemoveFirst, find-and-update-in-place by
ident/filter), so steady-state enqueue/dequeue allocates nothing and
the coalescing update writes the struct back through an indexer instead
of a node reference. All accesses stay under _eventQueueGate, matching
the LinkedList usage it replaces.
* [HLE] Cap memcpy chunk iterations at the requested size, not the rented length
Address Copilot review: ArrayPool.Rent may return a larger array than
requested, so sizing each iteration by chunk.Length let the copy
granularity depend on pool bucketing internals instead of the intended
256 KB chunking. Behavior was already correct for any chunk size (each
iteration re-reads the source, and the overlap ordering is size-
independent), but the loop now mins against the requested chunkLength,
matching what memset already does.
* [HLE] Skip the flip/vblank snapshot rental when no events are registered
Address Copilot review: SignalVblank and SubmitFlip rented (and
returned) a pooled snapshot even with zero registrations — steady
per-frame pool traffic for games that never register flip events and
only poll flip status. Zero-count signals now skip the rental, the
copy, and the trigger loop entirely, which also retires the
Math.Max(count, 1) minimum-rent guard.
* [Host] Introduce host platform abstraction with IHostMemory
Add SharpEmu.HLE/Host with IHostPlatform/IHostMemory interfaces, neutral
page-protection/region enums, and a HostPlatform.Current factory that
resolves the Windows backend (or throws PlatformNotSupportedException on
other OSes, matching today's de-facto behavior). WindowsHostMemory wraps
the exact VirtualAlloc/VirtualFree/VirtualProtect/VirtualQuery calls used
across the engine today, with identical MEM_*/PAGE_* constants.
Migrate StubManager as the first consumer: its private kernel32 P/Invokes
and enums are replaced by IHostMemory calls that issue the same two
native operations (RWX commit+reserve of the PLT arena, release on
Dispose). No behavior change.
This is the first step toward supporting non-Windows hosts; subsequent
commits move the remaining direct P/Invokes in Core and Libs behind the
same seam.
* [Host] Route PhysicalVirtualMemory through IHostMemory
Replace the class's private VirtualAlloc/VirtualFree/VirtualProtect/
VirtualQuery P/Invokes with IHostMemory calls. Every site maps 1:1 onto
the exact native call it issued before: MEM_COMMIT|MEM_RESERVE ->
Allocate, MEM_RESERVE -> Reserve, fault-path commits -> Commit, and
MEM_RELEASE -> Free, with identical protection values produced by the
Windows backend.
IHostMemory gains ProtectRaw so the save/restore protection sequences in
TryWriteExclusive and TryTemporarilyProtectForRead round-trip the raw OS
protection word (including modifier bits the neutral enum cannot
represent) exactly as before. Raw PAGE_* constants remain only for the
internal region-classification helpers, which only ever see values this
class itself assigned.
The exact-address free-on-mismatch, lazy reserve-only threshold, prime
loop, and all trace strings are unchanged.
* [Host] Add IGuestAddressSpace and retire the reflection-based allocator lookup
Introduce IGuestAddressSpace in SharpEmu.HLE (fixed-address AllocateAt /
TryAllocateAtOrAbove and guest mprotect via TryProtect) with signatures
copied from PhysicalVirtualMemory, which now implements it. TryProtect
reproduces the read/write/execute decomposition that
KernelMemoryCompatExports.ResolveHostProtection performs, yielding the
same PAGE_* values through the Windows backend.
KernelVirtualRangeAllocator previously located AllocateAt via cached
MethodInfo reflection (because SharpEmu.Libs cannot see Core types) and
walked wrapper memories through an untyped 'Inner' property. Both are
now typed: ICpuMemoryWrapper exposes the decorated memory (implemented
by TrackedCpuMemory, whose Inner property already existed) and the
allocator type-tests for IGuestAddressSpace with the same bounded
unwrap depth. Failure paths keep the exact [LOADER][TRACE] strings.
* [Host] Move Kernel HLE memory exports off direct kernel32 P/Invokes
KernelMemoryCompatExports loses its private VirtualQuery/VirtualProtect/
VirtualAlloc/VirtualFree declarations and MemoryBasicInformation struct:
- Guest mprotect (sceKernelMprotect/sceKernelMtypeprotect) now routes
through IGuestAddressSpace.TryProtect resolved from ctx.Memory. The
orbis read/write/execute decomposition moves into a GuestPageProtection
conversion whose mapping is value-identical to the removed
ResolveHostProtection.
- The guarded libc heap and host-page accessibility checks go through
IHostMemory (same commit+reserve/protect/free sequence; guard-page and
protection-mask checks compare HostRegionInfo.RawProtection against the
same PAGE_* literals as before).
- HostMemory is exposed as a property so merely loading the type never
resolves the platform backend on non-Windows hosts.
KernelRuntimeCompatExports' RDTSC stub allocates its 16-byte RWX page via
IHostMemory.Allocate; the OperatingSystem.IsWindows() gate returning null
is unchanged.
* [Host] Abstract thread, TLS, and symbol primitives in the execution backend
Add IHostThreading (native TLS slots, current-thread id, affinity, raw
thread create/join, diagnostic register capture) and IHostSymbolResolver
(enum-keyed host function addresses baked into emitted stubs), with
Windows implementations wrapping the exact kernel32 calls the backend
made directly before.
DirectExecutionBackend takes an optional IHostPlatform (defaulting to
HostPlatform.Current) and routes every TlsAlloc/TlsFree/TlsSet/GetValue,
GetCurrentThreadId, SetThreadAffinityMask, GetModuleHandle/GetProcAddress
and the suspend+GetThreadContext diagnostic snapshot through it. The
snapshot moves wholesale into WindowsHostThreading (including the Win64
CONTEXT size/flags/offsets, which are Windows-specific by nature) and
returns a neutral HostCapturedRegisters.
NativeGuestExecutor resolves WaitForSingleObject/SetEvent/ExitThread via
the symbol resolver — the same addresses end up in the emitted run loop,
so stub bytes are unchanged — and creates/joins its raw worker thread
through IHostThreading with the same stack-reservation semantics. The
run-loop emitter itself does not move.
Marshal.GetLastWin32Error() in the affinity-failure log still observes
SetThreadAffinityMask's error because the wrapper makes no intervening
SetLastError call.
* [Host] Move fault handling and remaining backend memory ops behind the seam
Add IHostFaultHandling (handler-thunk creation, first-chance handler
install/remove, unhandled-filter set) with WindowsFaultHandling in a new
Cpu/Native/Windows/ folder. The exception-handler trampoline emitter
moves there whole — same pre-filtered NTSTATUS codes, same TEB gs:[8]/
gs:[0x10] stack-limit reads, same host-RSP TLS switch — parameterized
only by (managed callback, TLS slot, TlsGetValue address), which is
exactly what SetupExceptionHandler passed it before. Handler
installation order, the AddVectoredExceptionHandler(first=1) flag, the
SHARPEMU_DISABLE_RAW_HANDLER gate, and all install/teardown log strings
are unchanged.
Every remaining VirtualAlloc/VirtualProtect/VirtualFree/VirtualQuery/
FlushInstructionCache in the backend partials routes through IHostMemory
with 1:1 call mapping (RWX emit -> RX downgrade -> flush for stub
emission, reserve/commit for the PRT aperture and lazy-commit fault
path, raw-protection round-trips via ProtectRaw). HostRegionInfo gains
RawState/RawAllocationProtection so the lazy-commit trace lines and
protection-mask checks keep printing and comparing the exact native
values.
Windows semantics leaked as bare literals become named constants with
identical values: NTSTATUS codes (WindowsFaultCodes) and Win64 CONTEXT
byte offsets (Win64ContextOffsets, with the existing CTX_* constants
aliased to it and handler-local numeric offsets replaced by the names).
* [Host] Resolve the host platform explicitly at the composition root
SharpEmuRuntime.CreateDefault() now resolves HostPlatform.Current once
and passes it explicitly to PhysicalVirtualMemory and (via a new
optional CpuDispatcher parameter) to DirectExecutionBackend, replacing
the implicit default-argument fallbacks. On unsupported OSes boot now
fails at the root with PlatformNotSupportedException and a clear
message instead of on the first native call. A future Linux/macOS
backend plugs in by returning a different IHostPlatform here.
* [Host] Convert the platform backends to source-generated P/Invokes
Replace [DllImport] with [LibraryImport] in the four Windows backend
files added by this branch (WindowsHostMemory, WindowsHostThreading,
WindowsHostSymbolResolver, WindowsFaultHandling). Marshalling stubs are
now generated at compile time instead of JIT-emitted at runtime, which
fits the pre-JIT-everything boot model and keeps the backends
NativeAOT/trimming ready.
Interop stays zero-copy: all signatures are blittable, GetModuleHandleW
now pins the managed string via Utf16 marshalling instead of copying,
and GetProcAddress names marshal through a stack-allocated Utf8 buffer.
Implicit contracts become explicit where LibraryImport requires it:
TlsFree/TlsSetValue gain [MarshalAs(UnmanagedType.Bool)] (the 4-byte
Win32 BOOL DllImport assumed silently), and GetModuleHandle targets the
W entry point directly since LibraryImport never probes suffixes.
The CONTEXT snapshot buffer stays a NativeMemory allocation rather than
stackalloc: CONTEXT requires 16-byte alignment, now documented at the
call site. Native call sequences are unchanged.
* [Host] Address Copilot review: harden failure paths, honor injected platform
- Free the handler thunk page when the RX protection downgrade fails
(the leak predates this branch, but the failure path is boot-fatal so
releasing the page is unobservable).
- TraceThreadMode and the static diagnostics helpers now resolve host
primitives through the backend bound to the current thread, falling
back to HostPlatform.Current only when no run is active (identical on
supported configs, honors injection everywhere a backend exists).
- HostPlatform.Create additionally requires an x64 process so native
Windows ARM64 fails with the promised PlatformNotSupportedException
instead of emitting x86-64 stubs into an ARM64 process.
* [HLE] Fix guest-thread sync and boot for Unreal Engine titles
Silent Hill: The Short Message (and other UE titles) now boot the full
engine thread graph instead of hanging early. Four related fixes:
- pthread cond/mutex semantics: retain a signal raised with no waiter as
pending, and key block/wake on the state's identity rather than a
resolved address that could differ between lock and unlock. This ends
the ~1.5M-call cond_wait busy-spin.
- Warm HLE type initializers and force-JIT their methods on a host thread
at Freeze(). A .cctor or first-time JIT running on a guest thread's
hijacked stack fail-fasts the CLR as "Invalid Program: attempted to
call a UnmanagedCallersOnly method from managed code".
- Guest thread scheduling: pump after a wake so a readied thread actually
runs, add a dispatcher thread for when every guest thread is parked,
and make the pump-depth guard an atomic CAS.
- Route mutex/rwlock lock/unlock off the non-blocking leaf-import fast
path so a contended lock can deschedule its guest thread.
Ported from the unreal-boot-fixes branch.
* [HLE] Keep mutex/rwlock unlock on the leaf-import fast path
The previous change routed all mutex/rwlock lock and unlock NIDs off the
leaf fast path so a contended lock could deschedule its guest thread. But
unlock never blocks, and taking it off the fast path made it slow enough
that Demon's Souls' job workers livelocked in a guest spinlock (millions
of mutex_unlock calls, no import progress, main thread stuck in
sceKernelWaitEventFlag).
Only *lock* needs to leave the leaf path. Restore the four unlock NIDs
(mutex + rwlock) so guest spinlocks stay cheap, while lock/rd/wrlock
remain off it for the blocking case Silent Hill needs.
* [HLE] Gate pthread_mutex_lock guest-thread blocking (fixes Demon's Souls)
Re-enabling cooperative deschedule on a contended pthread_mutex_lock
regressed Demon's Souls: its job workers run on libSceFiber, and blocking
a guest thread mid-fiber left sceFiberSwitch returning ESRCH followed by
a null fiber-context deref (0xC0000005). Bisect confirmed the pthread
change as the cause; the game reaches the same point as before it once
the block is skipped.
Gate the block behind SHARPEMU_MUTEX_LOCK_BLOCKING (off by default) so
contended locks fall through to the synchronous host-thread wait. The
rest of the pthread fixes (cond_wait pending signals, identity wake keys)
are unaffected.
* fix(core): implement 4-tier lazy dlsym stub materialization and argument normalization
Enforce transactional and thread-safe resolution for standalone ELF bootstrapper pipelines. - Implement a 4-tier additive fallback cascade (T0: runtime symbols, T1: import entries scan, T2: Aerolib mapping, T3: runtime slack-pool lazy stub allocation at 0x7000_0000_0000). - Fix UnmanagedCallersOnly CLR runtime crashes on second bootstrap by adding NormalizeKernelDynlibDlsymArguments to detect and swap mirrored (symbol, handle) register inputs via rigorous pointer bounds verification. - Protect failure paths via CompleteKernelDynlibDlsymFailure, cleanly zero-filling target outputAddress buffers and returns Rax = -1 with zero managed logging execution in hot native paths.
* fix(core): harden lazy-stub diagnostics with COW snapshots and deferred bootstrap logging
Follow-up to lazy stub pool copy-on-write publishing in TryGetOrCreateLazyImportStub. - Snapshot _importEntries in ProbeReturnRip before near-call and PLT import lookup loops to prevent torn iteration during concurrent array replacement. - Defer SHARPEMU_LOG_BOOTSTRAP output: hot path records raw register slots in a ring buffer under lock; TryReadAsciiZ and Console.Error run only after import handler completion via DrainDeferredBootstrapTraces. - Normalize bootstrap dynlib register order at DispatchImport gateway entry before any logging or trace reads, so swapped RDI/RSI on Import#2 cannot fault the native gateway when bootstrap tracing is enabled. - Resolve lazy stub pool bounds from the full SelfLoader-mapped import region via VirtualQuery instead of a hardcoded 4 KiB cap. - Use ConcurrentDictionary for runtime symbol registration during concurrent dlsym. - Emit distinct [LOADER][WARN] reasons when import stub region resolution fails versus lazy stub pool exhaustion.
* [agc] WAIT_REG_MEM suspend/resume, draw packet fixes, new HLE exports, debug cleanup
Rebased onto upstream 79a7437 (par274/sharpemu, rewritten history).
- GpuWaitRegistry: DCBs suspended on unsatisfied WAIT_REG_MEM are re-polled
against guest memory on every submit; fixed 64-bit and standard packet parse
offsets, apply the mask, treat PM4 compare function 0 as "always".
- TryReadSubmittedDrawCount: accept the 5-dword ItDrawIndex2 form emitted by
DcbDrawIndex (count at +4); menu draws were silently discarded before.
- sceAgcDriverSubmitMultiDcbs: reversed ABI (rdi=address array, rsi=dword
sizes, rdx=count).
- VideoOut: vblank events, sceVideoOutGetFlipStatus, buffers registered via
sceVideoOutRegisterBuffers are valid flip targets.
- New HLE: libc stdio (fopen/fread/fseek/ftell/fclose/fgets), Dinkumware
_Getpctype ctype table, NpTrophy2 stubs, AMPR PAK sequential-read tracker,
MsgDialog lifecycle, NGS2 alt NIDs + dummy vtable for handle objects,
guarded memset intrinsic, abort()/strcasecmp null-arg recovery.
- Removed investigation-only code (INT3 breakpoints, qfont/mcpp dumps,
error-candidate printf traces, unconditional debug logs).
First rendered frame: Quake (PPSA01880) presents a 1920x1080 guest frame.
* Implemented a guarded native intrinsic (rep movsb) in DirectExecutionBackend to bypass HLE dispatch overhead, while preserving memory safety checks.
* [hle] clock_gettime clock ids, AudioOut2 canary fix, NID rebinds, new offline stubs
- clock_gettime (lLMT9vJAck0): support CLOCK_SECOND and the *_PRECISE/*_FAST
variants instead of returning EINVAL, which games treated as fatal and
retried in a tight loop.
- AudioOut2: context param writes shrunk to the guest-observed layout (the
old 0x80-byte reset smashed the stack canary at +0x60 and killed audio
init); ContextQueryMemory writes the single u64 the caller expects.
- NGS2: dropped wrong alt-NID aliases (they hash to sceImeUpdate,
sceMouseRead, sceSystemGestureUpdateAllTouchRecognizer - now bound in
their real libraries); added sceNgs2PanInit; fixed VoiceGetState NIDs.
- New verified stubs: sceUltInitialize, sceNpUniversalDataSystemDestroyHandle,
sceNpGetOnlineId, sceNpGetNpReachabilityState, sceImeKeyboardOpen,
sceImeKeyboardGetResourceId, sceMouseOpen, sceKernelAprGetFileSize.
- Import gateway: unwind guest workers at dispatch during backend teardown;
env-gated SHARPEMU_LOG_THREAD_MODE tracing.
* [cpu] Isolate guest execution on native worker threads
Guest entry stubs no longer run above CLR-managed frames: each run is handed
to a pooled raw OS thread whose loop is emitted native code. While guest code
executes there is not a single managed frame on the thread and it stays in
preemptive GC mode, so the GC never walks a frame chain interleaved with
guest stubs that carry no CLR unwind info (the ReversePInvokeBadTransition /
UnmanagedCallersOnly FailFast class of crashes on pumped guest threads).
- NativeGuestExecutor: CreateThread + emitted run loop (WaitForSingleObject,
UnmanagedCallersOnly prologue/epilogue, entry stub call, SetEvent). The
prologue rebinds guest TLS, the host-RSP slot, thread affinity and the
Active* ambient per run, so workers carry no guest identity and pool
freely; the orchestrating managed thread parks in a preemptive wait.
- All three entry sites route through RunGuestEntryStub: guest thread
entries, blocked-continuation resumes, and the main ExecuteEntry.
- Teardown stops workers before any executable stub or TLS index they
reference is freed; a worker that will not stop leaks its loop instead of
freeing running code.
- Kill switch: SHARPEMU_DISABLE_NATIVE_GUEST_WORKERS=1 restores the inline
calli path.
* [cpu] Implement SysV variadic float ABI (xmm0-7 capture, float returns, printf %f)
The import trampoline spilled only xmm0 and never reloaded a return xmm0. The
guest uses the System V AMD64 ABI: variadic float args pass in xmm0..xmm7 and
float/double returns come back in xmm0. As a result variadic float args past
the first were unavailable to HLE handlers, float returns never reached the
guest, and direct printf read %f/%e/%g from GP registers instead of XMM,
printing garbage and desynchronizing every following argument.
- Trampoline: spill xmm0..xmm7 into a 0x80-byte save area below the GP argpack
(r12 stays at the argpack base) and reload the return xmm0 in the epilogue.
- Gateway: read xmm0..7 from the save area into CpuContext and write the
handler's xmm0 back. XMM is caller-saved in SysV, so restoring xmm0 on return
is safe for non-float imports too.
- RegisterPrintfArgumentSource: read float args from xmm0..7 with independent
GP/FP counters and a shared stack-overflow cursor.
Every emitted byte was decoded; a unit test confirms float args read xmm0..7
(not GP) and interleaved "%d %f %d %f" stays synchronized. Build 0/0.
* [cpu] Document the scalar-only leaf-import constraint at its registration site
- IsLeafImport: spell out the no-XMM-args / no-XMM-return invariant the fast
path relies on and what breaks if it is violated; record the 2026-07-11 audit.
- Name every previously uncommented NID in the leaf list (mutex lock/unlock,
usleep, the Ampr/Apr command-buffer block, the unknown AGC packet NID).
- IsNoBlockLeafImport: document that it is a sub-filter of IsLeafImport and
that its five extra entries currently take the full gateway path; fix the
mislabeled K-jXhbt2gn4 comment (pthread_mutex_trylock, not
scePthreadMutexTrylock, which is upoVrzMHFeE).
- Point the DispatchImport call-site note at the audited list.
Comment-only change: the comment-stripped diff is empty and the solution
builds with 0 warnings / 0 errors.