Commit Graph

23 Commits

Author SHA1 Message Date
Astell d4ff32a1d2
Amd fix opcode nid filecache wave32 (#903)
* AMD RDNA2 FIX, WAVE32 FIX, GatherResourceFileInfo imporove with cache, sop 0x0F

* multiple vulkan fixes

* Astrobot video black square fix

* Fix tests: supported depth/stencil formats on AMD, non-null unmapped pointer, robust allocation check
2026-09-24 15:00:42 +03:00
voidborn_astra 37694dfbb7
Alpha Rebuild Progress (#887)
* 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.
2026-09-20 04:09:27 +03:00
Mathias 0a461f8d69
fix: improve Direct Execution guest runtime and AGC compatibility (#880)
* test(cpu): verify VEH thunk preserves nonvolatile registers

* fix(memory): commit complete native guest mappings

* fix(cpu): treat time polling as import-loop progress

* fix(cli): preserve DLL path in mitigation relaunch

* refactor(cpu): remove obsolete inflate recovery hack

* fix(agc): accept shaders without embedded program registers
2026-09-11 13:37:31 +03:00
Berk d93ecaafa3
[CPU] Fixes a Windows VEH synchronization regression (#865) 2026-09-08 15:56:54 +03:00
Mathias b8f24219ae
fix VEH trampoline REX prefix and TLS patch boundaries (#859)
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>
2026-09-04 21:07:58 +02:00
Foued Attar 7521295ee1
[Codec/Native] Real H.264 decode for sceVideodec2, fix TLS loader missing the main module (#824)
* [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.
2026-08-18 00:00:01 +03:00
Berk 2b6bd5a532
Sdl backend (#670)
* [audio] added sdl audio backend and in-tree atrac9 decoder

* [input] replaced per-platform pad readers with sdl gamepad input

* [video] added sdl window and host display plumbing

* [gui] added host display options and per-game render settings

* [bink] synced host movie playback to the guest audio clock

* [cpu] hooked windows write faults into guest image tracking

* [perf] added guest and render profiling, reserved host cpu lanes

* [kernel] fixed stale pthread mutex handle alias

* [host] wired the sdl session, save-data paths and project references

* [audio] hoisted ajm trace stackalloc out of its loop

* [video] Add guest image sync setting

* [build] Strip native symbols

* reuse
2026-07-28 03:33:26 +03:00
MarcelMediaDev db4339f698
fix(gta): restore wiped GTA foundation and gameplay path (PPSA04264) (#650)
* 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>
2026-07-27 01:58:55 +03:00
ParantezTech 6db095ec82 revert: restore state before huge regression 2026-07-23 16:03:45 +03:00
MarcelMediaDev 82ab181861
fix(hle): enable GuestImageWriteTracker CPU sync on Windows (#550)
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.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-07-23 15:37:05 +03:00
Mike Saito 96fde5764f
Astro Bot stack: VEH/TBB, title clear, swapchain fallback, Psml MFSR (#528)
* 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.
2026-07-23 12:37:44 +03:00
Kurt Himebauch 4c8c67a3dd
fix: Add ASTRO BOT compatibility stubs (#481)
* Add ASTRO BOT compatibility stubs

* Fix ASTRO BOT compatibility stubs
2026-07-21 18:17:40 +03:00
Nekono 8ef5a54ee4
cpu: emulate AMD-only Zen 2 instructions in software (#449)
Handle immediate EXTRQ and INSERTQ as well as MONITORX and MWAITX when the host raises illegal-instruction faults. Add unit coverage for SSE4a bit-field semantics and preserve existing load-time patching.

Co-authored-by: zocomputer <help@zocomputer.com>
2026-07-19 21:57:42 +03:00
MikeyLITE69 52d2874fa8
cpu: emulate BMI1/BMI2/ABM instructions in software when the host lacks them (#249)
## What

The native backend runs guest code directly on the host CPU. When the host doesn't
implement a BMI1/BMI2/ABM instruction that the PS5's Zen 2 cores do, it raises #UD
(STATUS_ILLEGAL_INSTRUCTION). Today the vectored handler just logs the faulting bytes
and gives up, so the title dies.

This adds a software fallback. On an illegal-instruction fault we decode the opcode
with Iced (the decoder already used elsewhere in the backend), evaluate it against the
trapped register/memory state, write the result and flags back into the CONTEXT record,
step RIP past the instruction, and resume.

Instructions covered (32- and 64-bit): ANDN, BLSI, BLSMSK, BLSR, BEXTR, BZHI, TZCNT,
LZCNT, RORX, SARX, SHLX, SHRX, PDEP, PEXT.

## Why

Users on CPUs without these extensions currently can't get past code that uses them.
This is a generic fix (no game-specific hacks) that improves compatibility on older
hosts. MULX is intentionally left out for now — its dest_hi/dest_lo operand ordering
is easy to get subtly wrong, so I'd rather add it separately with its own tests.

## How it's structured

- `BmiInstructionEmulator` holds the pure bit/flag semantics with no dependency on the
  unsafe CONTEXT plumbing, so it can be unit-tested directly.
- `DirectExecutionBackend.IllegalInstruction.cs` is the thin unsafe adapter (decode →
  read operands → emulate → write back → advance RIP). Anything it doesn't fully model
  returns false and falls through to the existing diagnostics unchanged, so it can never
  mis-handle an opcode it doesn't recognize.
- One hook in `DirectExecutionBackend.Exceptions.cs`, next to the other TryRecover* calls.
- Emits a single one-time "emulating in software" log line, not per-instruction spam.

## How I verified

- Added xUnit tests covering every instruction in both widths plus the CF/ZF/SF/OF
  edge cases (src == 0, shift-count masking, index beyond operand width, etc.).
- Cross-checked all the expected values against an independent reference implementation
  written from the Intel/AMD definitions; results match.
- `dotnet build` + `dotnet test` pass locally.

## Notes

New files follow .editorconfig (4-space, SPDX headers, REUSE-compliant).
2026-07-16 16:38:27 +03:00
Miguel Cruz 864cbb0fa0
[AGC/Vulkan] Extend PS5 runtime and rendering compatibility (#216)
* [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
2026-07-16 02:02:34 +03:00
kuba fa2616d224
Linux and macOS support (#47)
* [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.
2026-07-15 15:36:20 +03:00
Gutemberg Ribeiro f23161be9a
Host platform abstraction layer for the execution engine (#181)
* [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.
2026-07-15 03:15:36 +03:00
Foued Attar cdee77521e
Fix UnmanagedCallersOnly boot crash & Core Engine Improvements (CPU, HLE, AGC) (#81)
* [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.
2026-07-12 18:04:12 +03:00
ParantezTech 0e922a73ee [core] Improve native execution and guest threading 2026-06-28 23:45:26 +03:00
ParantezTech d134f9b9f6 [fiber] synchronization problems have been fixed for such a titles: Demon's Souls
[ampr] new exports
[memory] trampoline fixes
2026-06-23 15:48:45 +03:00
ParantezTech 2a52ccfe6a [cpu] Add guest thread continuation 2026-06-21 23:18:29 +03:00
ParantezTech 1f71c970d9 A dozen changes; new HLEs, AV fixes, ELF loader fixes, new return codes, etc. 2026-03-14 20:38:25 +03:00
ParantezTech 4d73f469bc initial commit 2026-03-11 15:48:28 +03:00