* [GPU] Sweep CPU writes for device-address programs at memory visibility points
A device-address program may read any mapped page, so before each such
draw or dispatch the buffer cache uploaded every CPU-dirty page whenever
the global CPU-dirty epoch had moved. A guest that streams its per-draw
ring while the command stream is being translated moves the epoch between
almost every pair of draws, and each upload ended the rendering scope and
drained the GPU with an ALL_COMMANDS barrier pair - about 670 times per
frame in Silent Hill: The Short Message's menu.
CPU writes only need to be visible at memory visibility points: when a
submission slice starts, when a wait packet is satisfied, and after a
command-processor memory write (later commands may read those bytes through
device addresses). The sweep now runs at the first device-address program
after such a point, and its uploads share one barrier pair instead of one
per buffer. SHARPEMU_BDA_SWEEP_EVERY_DRAW=1 restores the per-draw sweep.
Menu GPU time drops from about 435 to 290 ms per frame.
(cherry picked from commit fafe92b71271cf750dd89251891bac20fb87f1ff)
* [GPU] Let command-processor DMA writes turn pages CPU-dirty instead of copying
A DMA fill or copy into memory without GPU-written bytes is executed on
the CPU, and the bytes were then pushed into every overlapping cache
buffer through a staging copy and a barrier pair, which ends the
rendering scope (~60 per frame in Silent Hill: The Short Message's menu).
When no GPU-written byte shares the written pages, the pages now simply
turn CPU-dirty: every later GPU reader synchronizes CPU-dirty pages before
reading (bound buffers on obtain, device-address programs at the next
memory visibility point, which the write now raises), so the bytes still
arrive in command order. Pages that hold GPU-written bytes keep the
staging copy. SHARPEMU_DEFER_HOST_WRITES=0 restores the copy.
(cherry picked from commit 3fe21faa3821551fa99b9398064f0652e45d2e84)
* [GPU] Keep hot CPU-written pages writable across device-address sweeps
A page the guest rewrites every frame turns hot after two upload/write
cycles, and the bound-buffer path then serves it from the stream ring so
the page stays writable. The device-address sweep and the range
synchronization still re-protected hot pages after every upload, so the
guest's next write to each ring page took a protection fault - about
5,000 faults per second on Silent Hill: The Short Message's render
thread, each a signal round trip under Rosetta plus page-guard lock
traffic shared with the command worker.
Both sweeps now preserve hot pages: they stay dirty and writable and are
copied again on the next sweep, a few hundred KiB of ring memory per
sweep. Faults drop to a third and the menu goes from 3.8 to 4.2 FPS.
SHARPEMU_BDA_SWEEP_REPROTECT_HOT=1 restores the re-protection.
(cherry picked from commit 65d2b55ddc07644d52e5ad3112cbe323a2421abd)
* [GPU] Refresh writable hot pages at every BDA visibility point
* [VideoOut] Add an internal render resolution scale option
Adds the host-side setting an internal-resolution implementation needs:
--render-scale on the command line, SHARPEMU_RENDER_SCALE for scripted
runs, and a global and per-game choice in the GUI. The value is a host
resolution multiplier of the guest render targets, normalized to a
hundredth in [0.25, 2] so the command line, the GUI and the environment
agree bit for bit; the renderer compares scales when it decides whether
two views of the same guest memory match.
RenderScalePolicy holds the decision rule. It is a pure function of the
guest image description, so every view, alias, copy and descriptor of
one guest range reaches the same answer without consulting the cache.
Only screen-class, single-level, single-sample, uncompressed 2D render
and depth targets scale; block grids, multisample footprints, HTile and
DCC coverage, mip chains, cube and array faces, asset tilings and small
surfaces (shadow maps, lookup tables, eye-adaptation readbacks) keep
their guest resolution. The environment variable wins over the stored
setting so test runs do not depend on the user's configuration.
No renderer consumes the scale yet; a scale of one is the current
behaviour everywhere.
* [GPU] Hold scalable guest images at a host render resolution
The backing of an image the scaling rules accept is created at
ceil(guest * scale) while its ImageDescription keeps the guest geometry,
so the cache, the overlap rules and the page tracker go on reasoning in
guest bytes.
Everything that moves guest bytes now goes through a guest-resolution
twin of the scaled image: an upload fills the twin from the copy regions
the tiler built and blits into the backing, a download blits the backing
into the twin and copies out of it. A copy whose two images disagree on
host resolution runs at guest resolution the same way, so callers keep
describing rectangles in guest pixels; the destination seeds its twin
first because a partial copy is blitted back whole. The multisample
depth conversion takes a guest-sized source for the same reason, and the
resolve region crosses into the destination's resolution instead of
silently resolving the top-left corner.
Two fallbacks keep correctness ahead of the saving. A format that cannot
blit keeps its guest resolution, since the twin could never reach it.
A storage image drops back to guest resolution the first time a compute
shader binds it: the dispatch grid does not shrink with the host image,
so the shader would write it with holes above 1.0 and redundantly below.
The guest range is remembered, so every later image over that memory is
created unscaled too.
* [GPU] Scale the render area, viewport and scissor with the attachments
A resolved target now reports the host extent of its attachment beside
the guest one, and the three places that size rasterization follow it:
the dynamic rendering area, which also bounds every load-op clear; the
guest viewport transform; and the guest scissor, whose edges round
outward so no guest pixel the game asked for loses host coverage.
All attachments of a pass share one rule, so the first bound target
decides the factor.
The clip-disable path needs care because the vertex program bakes the
viewport transform against a reference extent. Dividing that reference
by an upscale keeps the host viewport (reference x scale) inside the
device limit while the baked transform stays scale independent, so the
same program maps guest pixels onto host positions at either resolution.
At a scale of one the reference is the device limit, exactly as before.
* [SpirvTranslator] Translate pixel positions and image coordinates across the render scale
A program expresses its pixel position, its integer image coordinates
and the sizes it queries in guest pixels, but the host may hold the
image behind any of them at another size. Which images are scaled is a
per-draw fact, so the factors travel in shader data rather than in a
permutation: the coordinate factor, its reciprocal, a 64-bit mask of
scaled image resources and the factor the pixel position is divided by.
With that:
- gl_FragCoord is divided by the attachments' factor as it is loaded, so
POS_X/POS_Y, POS_FIXED_PT and everything derived from them - screen
UVs above all - stay in guest pixels.
- An integer image coordinate is mapped onto host texels through the
bound image's factor. Only the two scaled axes move; an array layer or
a volume slice is not a pixel.
- A resource-info query reports the guest size, because the program
derives coordinates and loop bounds from it.
A select against the mask makes an unscaled binding cost one
instruction, and the layout only carries the dwords when the scale is
not one, so nothing changes at native resolution.
* [GPU] Keep one host resolution across the attachments of a pass
A rendering scope has one render area, one viewport and one scissor, so
its attachments have to agree on a host resolution. They disagree when
one of them cannot be scaled at all - a depth target with a stencil
plane next to a scalable colour target, say - and the pass then renders
a fraction of its area. The draw now drops every scaled attachment back
to guest resolution and resolves its targets again; the guest ranges are
remembered, so the decision converges after one draw and cannot
oscillate.
That fallback only works if the executor knows what the cache actually
gave it, which is not what the scaling rules would answer: a demoted
range still looks scalable to them. The resolved targets therefore carry
the image's own factor, and the render area, viewport, scissor and the
depth/stencil copy extent read it from there.
Two rules change with it. DCC only describes guest bytes the host never
stores, so a colour target that carries it can still be scaled; HTile
encodes guest depth blocks the renderer reads back as clear state and
stays native. And a storage image only drops back when the program
actually writes it, since a read-only load is mapped correctly.
Scaling now also requires a backend that installed the format
predicate - the Vulkan device - so the Metal host is unaffected.
* [Docs] Describe internal resolution scaling and its limits
Replaces the note saying arbitrary internal resolution scaling is not
implemented: it is, for screen-class render and depth targets. Records
what the renderer translates (rasterization, shader coordinates, guest
transfers, presentation), the exact rule for what scales, every case
that falls back to guest resolution, the artefacts measured on Silent
Hill, and the per-scope GPU times at 50, 100 and 200 percent.
* [SpirvTranslator] Preserve guest texel offsets at scaled resolutions
* [Agc] Emit addressed draw events for occlusion query counters
* [Gpu] Keep fallback occlusion results coherent and conservatively visible
* [Gpu] Honor disabled color buffers during depth-only draws
* [Gpu] Upload complete unchecked constant vertex attributes
* [Agc] Emit direct draws for every draw modifier
sceAgcDcbDrawIndex and sceAgcDcbDrawIndexAuto returned without writing a
packet unless the modifier was exactly 0x40000000. The modifier names the
shader stage and user registers of the bound pipeline, so any other
pipeline lost its draws without a trace. Unreal bakes its color-grading
LUT through a geometry-stage pipeline, which left the LUT unwritten and
tinted every 3D frame of Poppy Playtime blue.
Both draws now emit their packets for any modifier. Modifiers other than
the vertex-stage default are logged once each.
(cherry picked from commit 8d46a6068b7d1a999662eeac1ee17f9e6d87c2eb)
* [VideoOut] Separate guest display mode from presentation buffer dimensions
* [GPU] Map half-wave shuffle lanes into the host subgroup
* [Docs] Explain display modes and internal resolution limitations
* [GUI] Translate guest display mode settings in all supported languages
A CPU read of GPU-written guest memory recorded a copy at the tail of
the current command buffer and waited for it, so it also waited for
every draw recorded after the writer. In Silent Hill's title menu most
of those reads targeted buffers whose writer had retired long before,
and UE's render thread spent a third of its time in them.
On a device with device-local, host-visible, coherent memory (Apple
GPUs), guest buffers are now allocated there. A readback whose writers
retired copies straight out of the buffer's mapping; one whose writer
is submitted but still running waits for that submission alone and then
copies; the command worker submits a writer that is still recording
and reads after it. A guest-thread wait also marks its window hot, so
the next GPU write there is submitted right after its command.
SHARPEMU_UNIFIED_BUFFERS=0 keeps device-local buffers.
* [CLI] Restart under Rosetta with a 64 MiB gen0 GC budget
Every collection suspends the runtime through FlushProcessWriteBuffers,
which Rosetta 2 services by parking each thread in its runtime
(notify_thread_waiters). A signal that reaches a parked thread trips
Rosetta's "expected saved LR to be in translated code" assertion and
wedges the process; Demon's Souls hit it in about half of its 3-5 minute
runs while collecting almost twice a second. The gen0 budget is only read
from the environment, so the process re-executes itself once with
DOTNET_GCgen0size set (same pid). With 64 MiB, Demon's Souls collects
about once every 6 seconds, gen0 and gen1 only, 0.26 s of pauses in
110 s. A 512 MiB budget made every collection a blocking gen1/gen2 pass
of about a second. SHARPEMU_ROSETTA_GC_BUDGET=0 opts out.
* [VideoOut] Let a buffer wait ignore CPU flips the graphics queue has not reached
sceVideoOutSubmitFlip reserves its flip request, may sleep for pacing,
and only then queues the flip preparation on the graphics queue. A
command buffer submitted before it that starts with
sceAgcDcbWaitUntilSafeForRendering on the same display buffer saw the
reserved request as pending and waited for a preparation queued behind
itself: the graphics queue never advanced and every compute queue waiting
on its labels stalled with it. Demon's Souls hung this way on the boot
splash in about one run in three.
A CPU flip now counts for the wait only once the graphics queue runs its
preparation; GPU flips are ordered from their packet.
(cherry picked from commit 8915df35abad5fe8b15cc6418f1e563785d6e008)
* [Media] Expire a host movie only once its playback stops advancing
Host playback follows the guest's own Bink decode and audio clock, so on
a slow host a movie plays slower than real time. The watchdog fired at
the movie's duration plus a minute regardless, marked the file timed out
and forced EOF on the guest's reads while its decoder was still
mid-stream: Demon's Souls' 171 s attract movie froze on its last
host frame for good. The watchdog now re-arms while frames keep
advancing and expires a movie only after a minute without progress.
(cherry picked from commit daad0f097d0c6369097aeef32b55c9f2d171110a)
* [CLI] Preserve the managed entry point when restarting under Rosetta
* [Gpu] Cover the whole tile plan when a buffer reads back an image
TrySynchronizeBufferFromImage sized the copy from the mip layout, but the
tile plan of a fully fitting image can extend past it; Silent Hill hit a
128x128 slice planned at the exact end of the mip chain and the tiler
aborted the process. Grow the copy to the plan's tiled end when the
buffer holds it, otherwise keep the guest bytes.
* [SpirvTranslator] Read half-selected V_FMA_MIX literals as f16
op_sel_hi marks a V_FMA_MIX operand as f16 for literals too, but literals
were always read as f32 bit patterns. Silent Hill's deferred lighting
weights a luminance with the f16 literals 0x34CD/0x38B8/0x2F0A (0.30, 0.59,
0.11); as f32 denormals they made the luminance zero, the shader clamped it
to 1e-4 and divided by it, and the title-menu scene came out thousands of
times too bright, which auto exposure then turned black.
* [Gpu] Materialize every fixed DCC clear code on a sampled image
A DCC fast clear stays pending until the surface binds as a colour target;
when a shader samples the surface first, only the clear-to-zero code was
materialized. The other fixed codes (alpha 1, rgb 1, rgba 1) carry their
own colour too. Silent Hill fast-clears UE's separate-translucency target
to (0,0,0,1) and only samples it, so the post composite read stale zeros
and the whole title-menu scene came out black.
* [SpirvTranslator] Keep wave64 LDS phase barriers when a half-mask plan applies
The half-mask plan's barriers order its own mask exchanges, not the
program's shared-memory traffic, yet planning a program switched the LDS
phase ordering off. UE's FFT bloom (wave64, 512 threads, LDS butterflies)
then read half-written rows: Silent Hill's convolution output collapsed
into a flat haze (max 56 for a scene peaking above 1500) and the histogram
fed by it never adapted exposure.
* [Gpu] Publish linear GPU-written images to guest memory by default
Unreal reads its eye-adaptation result back on the CPU through a linear
staging texture (FRHIGPUTextureReadback) and derives View.PreExposure from
it. The image cache was built with linear readback disabled, so the CPU
always read zeros, PreExposure stayed 1.0 and the scene rendered without
pre-exposure. FFT bloom's bright-pixel prefilter, which works in
pre-exposed space, then flattened every pixel to its max luma and the
Silent Hill title menu came out nearly black. SHARPEMU_READBACK_LINEAR_IMAGES=0
restores the old behaviour.
* [Tests] Enable MoltenVK portability devices in headless harness
* [SpirvTranslator] Saturate V_CVT_PKRTZ_F16_F32 at 65504 instead of overflowing to infinity
Rounding toward zero never produces infinity from a finite value: past the
f16 range the result is +-65504. We truncated the mantissa and let
packHalf2x16 round, so large values became infinite. Silent Hill's deferred
lighting packs title-menu values past 65504; its height fog then multiplies
scene color by a tiny transmittance, which keeps 65504 finite but leaves an
infinity infinite, a later pass turns it into NaN and the whole 3D menu
background renders black. Subnormal results now also keep whole 2^-24 steps.
A MoltenVK device test covers overflow, truncation, subnormals, NaN and inf.
* [Tests] Wait for the blocked worker before publishing its signal
* [HLE] Answer POSIX host memory queries without the mapping lock
Every HLE import that reads stack arguments queries the guest stack's
protection first. On POSIX the query took the same lock Protect holds
across its mprotect call, and GPU write tracking protects pages
constantly, so each query waited tens of microseconds; Silent Hill: The
Short Message spent up to a second of every five seconds in queries.
Regions are now also published as an immutable snapshot (replaced under
the lock when a region is added or removed), and a query of untracked
memory or of a region without per-page overrides is answered from it
without the lock. Regions with overrides keep the locked path, which now
finds where a protection run ends through an ordered set of overridden
pages instead of visiting every override (write tracking leaves tens of
thousands), and the next region by binary search. Query time drops from
200-1000 ms to 5-50 ms per 5 s.
This is the POSIX counterpart of replacing page-by-page VirtualQuery
scans on Windows.
(cherry picked from commit b6ffe31f28fa93842726b71315c7731f97b5fda8)
* [Cpu] Sleep through nanosleep, resumed on EINTR, in the POSIX Sleep stub
The POSIX stand-in for kernel32!Sleep (which the native sceKernelUsleep
intrinsic calls with milliseconds) converted to microseconds and called
usleep. macOS rejects usleep(>= 1 s) with EINVAL and returns at once, so
every guest sleep of a second or more came back immediately; and a
signal (the runtime's thread activations, for one) ended any sleep early
through an error the stub never looked at.
The stub now builds a timespec and calls nanosleep, and when nanosleep
returns EINTR it resumes with the remaining time. A test exercises the
stub with the Win64 argument register for both a 1.2 s and a 20 ms
sleep.
(cherry picked from commit 43b770f86b5e3aa2332121f1bc2ddf2acc9d2968)
* [HLE] Query POSIX view regions from a lock-free snapshot
Every HLE import first queries the guest stack's protection, and the
view-region query took the same gate the GPU write tracker holds across
its mprotect calls, so each import waited on page-protection traffic
from other threads (the main guest thread spent ~2% of its time in that
wait at Silent Hill: The Short Message's menu).
The region list is now also published as an array snapshot whenever it
changes, and queries read the snapshot without the gate. Per-page
protections already changed in place and were read racily; nothing
changes there.
(cherry picked from commit d7e72cb4974388883696516420b2e9d462778715)
* [Cpu] Skip the scheduler gate when a host thread re-registers the same guest context
scePthreadSelf on a guest thread the scheduler does not own registers
the thread's context on every call, and that took the scheduler-wide
gate each time - tens of thousands of times a second on Silent Hill:
The Short Message's main thread, contending with the dispatcher and
every blocked-thread wake.
Each host thread remembers the handle and context it registered last;
a repeat registration only refreshes the external-handle hint and
returns. New or changed registrations still take the gate.
(cherry picked from commit d1991b2b75261cd1f1ccb4e005b10805f0da24c1)
* [Cpu] Keep each thread's guest continuation stub instead of mapping one per resume
Every resume of a blocked guest thread allocated a 512-byte executable
stub page and a host-RSP slot, and released both when the thread blocked
again: an mmap/munmap pair plus two acquisitions of the host-memory gate
per resume, which the GPU write tracker holds across its own protection
changes. Contended on that gate, resumes were 62% of all lock waiting in
Silent Hill: The Short Message's menu.
Each host thread now keeps a stub page and slot per nesting depth for its
lifetime; a resume reopens the page for writing with mprotect directly
(the page is emulator-private, so it bypasses the tracked host-memory
layer), re-emits the stub and seals it again. Lock waiting across threads
halves (13.6 s to 6.5 s per 30 s).
(cherry picked from commit 2c2293abdd5d19dd1be3d6941dcedf9b482c6420)
* [Kernel] Round host condvar waits up to whole milliseconds
Monitor.Wait truncates its timeout to milliseconds, so a timed wait with
less than 1 ms left became a zero timeout and spun until the deadline.
UE's game thread waits for the render fence in 1 ms slices, which kept a
host core busy for the whole wait and contended the condvar lock with the
signaling threads. Timed waits may wake late, so round up instead.
SH menu 4.29 -> 4.64 fps together with the readback retry change.
(cherry picked from commit 66eaa0095fe594ff8e285cbf31c32bd84274ac85)
* [Tests] Run the POSIX Sleep stub test only in x64 processes
The stub is x86-64 machine code; a native arm64 test host cannot map or run
it, so the macOS arm64 CI runner failed to allocate the stub page.
A vector register write is modelled as select(EXEC, result, old value), so the
old value of every register the shader writes stays live across the write. That
guard is the translator's largest per-instruction cost: dropping it altogether
(wrong results) takes Silent Hill's volumetric-fog compute from 13.43 to 10.64
ms, and the exec-full analysis can only prove 194 of its 875 instructions run
with every lane set.
A run of instructions whose only effect is their vector destination can instead
run inside one if (EXEC). The masked-off lanes skip the whole run, which is what
the hardware does to them anyway, and only the join needs the old values. A run
stops at anything the wave runs even where this lane is masked off: SALU is not
EXEC masked and every invocation keeps its own copy of the scalar registers, a
compare writes VCC or EXEC (GFX10 keeps that destination in the instruction's
control, not in its destination list), a cross-lane read needs its neighbours to
have run, and LDS, memory and the DPP encodings reach outside the register. Six
instructions is where the branch starts paying for itself.
Compute only: the same grouping made the deferred lighting pixel program 28%
slower (11.03 -> 14.11 ms per scope), where a wave already runs with helper
lanes. SHARPEMU_EXEC_RUN=0 turns it off, SHARPEMU_EXEC_RUN_MIN sets the length.
Silent Hill title menu, same build, SHARPEMU_EXEC_RUN=0 vs on:
offline replay min ms fog D5DF9DC46C4E35EA 13.42 -> 12.21 (-9.0%)
FFT 674E5A7163897BC9 16.37..17.38 -> 17.06 (flat)
NGG B482CD3A01A37F0F 0.494 -> 0.492 (unchanged)
in-game ms per dispatch fog D5DF9DC46C4E35EA 16.59 -> 15.34 (-7.5%)
FFT 674E5A7163897BC9 13.81 -> 13.77
2BFB24830D8FCFAA 4.78 -> 4.58 (-4%)
in-game ms per scope 848AFAD7/9D180B8A 11.03 -> 11.36 (unchanged SPIR-V)
F987C1A4/379BE850 1.90 -> 1.72 (unchanged SPIR-V)
spirv-val passes on the fog, FFT and NGG modules; the menu image is unchanged
with Anita present.
* [SpirvTranslator] Load dword-aligned 32-bit formatted buffer components as words
A formatted untyped buffer load decodes the descriptor format at run time,
reading every component byte by byte through the generic layout select
chain. For dword-aligned 32-bit data formats (32, 32_32, 32_32_32,
32_32_32_32) with a raw-bit number format (UINT, SINT, FLOAT) a component is
one buffer word; that branch loads it directly and applies the same swizzle
and bounds rules. The descriptor is uniform, so the branch does not diverge.
UE GPU-skinning vertex shaders fetch bone data this way; Silent Hill: The
Short Message's menu goes from 1.3 to 2.0 FPS.
(cherry picked from commit 20540cd153855964d817daf065de3e243fd547bd)
* [SpirvTranslator] Convert f16 with the native pack/unpack when the host measured it exact
Every packed-f16 (VOP3P) lane widens its operands to f32 and rounds the
result back, and both conversions were the branchless integer sequences in
EmitHalfToFloat / EmitFloatToHalf: about twenty scalar ops each, because
GLSL UnpackHalf2x16 / PackHalf2x16 have no guaranteed rounding or subnormal
behaviour without float-controls execution modes. A device capability bit
does not settle it either - MoltenVK on Apple silicon reports
shaderRoundingModeRTEFloat16 and shaderSignedZeroInfNanPreserveFloat16 yet
not shaderDenormPreserveFloat16 - so only a measurement can.
ShaderCompileRequest.NativeHalfConversionExact, which the host sets only
after measuring the two ext instructions against these sequences on the
running device, swaps both helpers for the single ext instruction the
driver lowers to one hardware convert. It defaults to false, so an
unmeasured device keeps the exact emulation.
Silent Hill f2 volumetric fog dispatch: 30.7 -> 21.9 ms per dispatch in
replay, output unchanged.
(cherry picked from commit 10f76eeac0d4306172e41ecff86b737f6a3c9634)
(cherry picked from commit 7f18cc96ae58ac5fd47da6562c4ba3abe22ccb4a)
(cherry picked from commit 972f658033f8339effe42c5d305af87bcbab93f0)
* [Vk] Probe f16 conversion at device setup and report the verdict
A one-time compute pass at device setup measures the device's GLSL
UnpackHalf2x16 / PackHalf2x16 against the translator's own f16 conversion
before any guest shader is compiled, and only a clean measurement lets the
translator use them (ShaderCompileRequest.NativeHalfConversionExact). The
vectors cover all 65536 f16 bit patterns, every f16 value widened to f32,
the midpoint between adjacent f16 values and that midpoint one f32 ulp
either way, the overflow edge, signed zeroes, infinities, NaNs and f32
subnormals, and each is measured in both directions: 643200 comparisons.
Every finite value, zero and infinity must be bit-exact, sign included. A
NaN only has to stay a NaN, because neither side defines its payload: the
emulation picks sign | 0x7C00 | 0x200 narrowing and carries the f16 payload
widening, while the measured hardware convert canonicalizes to a positive
quiet NaN. On an Apple M4 that is the only disagreement - 2314 of 643200,
every one a negative NaN whose sign the hardware cleared - and f16
subnormals convert exactly despite shaderDenormPreserveFloat16 being false.
The probe never fails device setup: any error leaves the exact emulation in
place and says so on the reported line. SHARPEMU_NATIVE_HALF=0 forces the
emulation, =1 takes native without measuring. The result is one line:
[VK][F16] native half conversion exact=True mismatches=0 tested=643200
The flag reaches the translator through IShaderPipelineHost, so it is
process-constant and cannot mix two translations of one program; the saved
driver pipeline cache keys its entries by the module it was given, and the
Metal host does not probe and keeps the emulation. Offline replays run the
same probe, so a case translates the way the game would.
(cherry picked from commit 6a343683d890b4c6d123c84fdacb41e718ec4c19)
(cherry picked from commit 65ca663aa2bfb1fcc69709c73ab6189b07ead3c1)
(cherry picked from commit 003b1216bd311e5c5fb1d48ca01a66efa3fc51de)
* [SpirvTranslator] Read an unaligned buffer word as a funnel shift of two words
The byte-wise decode of a formatted buffer load read each byte of a component
from its own bounds-checked word load: four loads, four range tests and a byte
assembly for a value that spans at most two words. One funnel shift of those
two words is the same value, including out of range, where a word reads zero on
both paths and so contributes zero bytes. Every sub-dword buffer load goes
through the same helper.
The decode is the branch a formatted load takes when its address is not dword
aligned, so its size also sets the register pressure of the aligned branch next
to it. Silent Hill: The Short Message's volumetric fog dispatch
(0xD5DF9DC46C4E35EA, 8 formatted loads in its light loop) goes from 8.68 to
7.28 ms in offline replay, and the module from 394 to 360 KiB. An experiment
that dropped the byte-wise branch entirely measured 7.35 ms, so the funnel
shift is worth all of what the branch cost.
(cherry picked from commit 0c996ffab38144d795517e68cb2ca9d8d48e8988)
* [SpirvTranslator] Load a guest buffer word unchecked where the device zeroes out-of-range reads
Every guest buffer word is read through a range test, an address clamp and a
zero select: three operations whose only purpose is to produce the zero the
hardware returns past the end of a V#. A device with robustBufferAccess2 that
honours it returns that zero itself, so the three are pure overhead there -
dropping them measured about 12% of Silent Hill's volumetric fog dispatch, 482
checked words in one program.
ShaderCompileRequest.ZeroOutOfBoundsBufferReads turns them off and defaults to
false: an out-of-range read is undefined without the promise, so only a host
that measured the device may set it. It is set from a device probe, never from
a capability bit, because MoltenVK runs on Metal, which has no hardware bounds
checking.
(cherry picked from commit 2ba626a0ac7157f93f348cfe7573ff1092762d8c)
* [Vk] Probe out-of-range buffer reads at device setup and report the verdict
A one-time compute pass binds 1 KiB of a 4 KiB allocation that carries a
sentinel everywhere and reads all 4 KiB back through the descriptor: the words
inside the range must still read their sentinel and the words past it must read
zero. Only a clean measurement lets the translator drop the range test, address
clamp and zero select it puts around every guest buffer word
(ShaderCompileRequest.ZeroOutOfBoundsBufferReads).
The probe only runs where the device enabled robustBufferAccess2, because an
out-of-range read is undefined without it and can fault the device; everywhere
else it reports the reason and the checks stay. On this Apple M4 through
MoltenVK the feature is not supported at all, so nothing changes:
[VK][OOB] out-of-range buffer reads zero=False mismatches=unprobed tested=0
note=robustBufferAccess2 is not enabled on this device
SHARPEMU_ZERO_OOB_READS=0 keeps the checks, =1 drops them without measuring.
The flag reaches the translator through IShaderPipelineHost, so it is
process-constant and cannot mix two translations of one program.
(cherry picked from commit e81d924349042acc1122a66d4c767268bd6ef2a4)
* [SpirvTranslator] Keep pure scalar lane spills in private slots under emulated wave64
A wave64 program run as a 64-thread workgroup on a 32-lane host emulates
v_readlane with an LDS exchange and a workgroup barrier. Compilers use
constant-lane v_writelane/v_readlane pairs on a VGPR as SGPR spill slots;
when that VGPR is written only by constant-lane writelanes and read only by
constant-lane readlanes, each (vgpr, lane) pair is a private scalar, so the
readlane loads the slot instead of exchanging through LDS. This halves the
heaviest compute dispatch in Silent Hill: The Short Message's menu.
(cherry picked from commit 9915b88e68b6b69d6b74ea931a22eb0589c56f1a)
* [SpirvTranslator] Zero private LDS lazily through a written-dword bitmap
Graphics stages model LDS as a per-invocation private array that must
read zero where the invocation has not written. The array carried a zero
initializer, but Metal keeps a dynamically indexed private array in stack
memory, so every invocation cleared all of it: an NGG vertex shader (the
PS5 default, with in-shader culling through LDS) cleared 8 KiB per vertex.
The array is now uninitialized and a zero-initialized bitmap of written
dwords (1/32 of the size) records which slots were addressed; LdsPointer
zeroes a slot the first time it is addressed, so loads, stores and atomics
keep the zero-read semantics. Compute LDS stays workgroup memory.
Silent Hill: The Short Message's menu, dominated by ~45M shadow-pass
vertices per frame, goes from about 2.0 to 3.1 FPS.
(cherry picked from commit 5738b8574397cf2be08cd4e1518b33057c8867b5)
* [SpirvTranslator] Test the lane's mask bit in one register under emulated wave64
VCC and EXEC keep a per-lane boolean that every mask write refreshes, and the
refresh composed the 64-bit mask from its two registers, built a 64-bit lane
bit and masked them. A host without 64-bit integer arithmetic (Apple GPUs
through MoltenVK) emulates each of those with a pair of 32-bit operations. The
bit lives in exactly one of the two registers, so selecting that register and
shifting inside it is the same test in 32-bit arithmetic.
Only the emulated-wave64 path changes; wave32 already tested one register, and
a native wave64 host keeps the existing form, which also clears the bit for
lanes outside the guest wave.
(cherry picked from commit 1b2651047fdf232304142c82168e487244dda4ef)
* [SpirvTranslator] Let s_barrier publish only what the guest waited for
Every compute s_barrier became an OpControlBarrier with AcquireRelease
over uniform, workgroup and image memory, on the assumption that the
guest had drained vector memory first. s_barrier only orders execution;
what it publishes is whatever the preceding s_waitcnt drained. A barrier
that follows an LDS-only wait (lgkmcnt(0)) publishes LDS, and ordering
device memory there costs a cache flush the guest never asked for: UE's
FFT bloom convolution barriers 48 times per group, all LDS-only.
The translator now tracks, per block, whether any wait drained vector
memory - SOPP vmcnt(0), or the GFX10 SOPK vscnt(0)/vmcnt(0) forms, since
stores are counted by vscnt there - and a barrier after an LDS-only wait
carries workgroup memory only. A drained counter stays drained for the
rest of the block, and a barrier with no wait in its block keeps the
full semantics (the wait may be in a block this one cannot be ordered
against).
(cherry picked from commit 1f81df59bc07d05f2baa6283da95f4901dada444)
* [Vk] Run async readbacks on a second general queue family when no dedicated one exists
The async readback queue was only taken from a family without graphics,
so drivers that expose several general families (each its own hardware
queue) kept every guest readback on the main queue and the command
worker. Any other family with transfer support now qualifies after the
dedicated transfer and compute families.
(cherry picked from commit 7b04d6185dfc1711f0fbdf5c75c842a065acd1fa)
* [GPU] Let guest reads of GPU-written memory wait on the main queue off the worker
A guest thread reading memory the GPU wrote hands the download to the
command worker, which recorded the copies, submitted and then waited for
the whole GPU before handing the bytes back - unless a dedicated readback
queue existed, where the download ran asynchronously and only the guest
thread waited. MoltenVK exposes one queue family in-process, so on macOS
every such read idled the worker for tens of milliseconds, several times
per frame in Silent Hill: The Short Message's menu (a quarter of the
worker's time).
Without a readback queue the worker now copies the pieces into a buffer
of their own, submits without waiting and returns a pending download
carrying the submission tick; the guest thread waits for that tick on the
timeline (safe from any thread) and completes the read back on the
worker, as the readback-queue path does. The worker's GPU wait time drops
to zero; SHARPEMU_MAIN_QUEUE_PENDING_READS=0 restores the synchronous
path.
(cherry picked from commit 6c9ad44bcea7f9396a7564621fcbda3841834052)
* [GPU] Re-issue a stale pending readback instead of reading synchronously on the worker
A guest read of GPU-written memory records a copy and waits for its tick
off the queue. When another GPU write lands first, the completion fell
back to a synchronous read on the command worker, which stalled it until
the GPU drained (up to half of SH's readbacks). The guest thread now
re-issues the pending read and waits again; only the fourth attempt falls
back to the synchronous read.
(cherry picked from commit 17bf5bb958ebfd4dd980dbf241cbe9e77fffd938)
The f16 fast path shadowed the whole vector register file with a 512-entry
private array of vec2 and zero-initialised it, even though every access uses a
constant register number. That is the array shape Metal keeps in thread memory
instead of registers - the same trap V_MOVREL's dynamically indexed register
file hit (Octopath's instanced vertex shader, 112 -> 6.4 ms/draw) - and it also
left AMD with an unused 4 KiB .bss global that broke two-stage links. One
private variable per register, declared on first use, removes it.
308 of the 1019 shaders Silent Hill's title menu translates used the array,
including the two hottest pixel programs. The generated Metal for the
volumetric-fog compute D5DF9DC46C4E35EA drops from 282 KB to 269 KB and no
longer declares a 4 KiB thread array. Measured GPU time on the menu is
unchanged within run-to-run noise (fog 18.2/19.9 -> 20.1 ms per dispatch,
pixel 934F121D8F666572 0.048/0.061 -> 0.041 ms per scope), so this is a
code-shape fix that removes the spill risk rather than a measured win.
* [ShaderCompiler] Materialize directly for plans whose cached inputs never repeat
The materialization cache records every guest word a draw reads and keys
the result on the draw's user data. Most Silent Hill draws point their
user data at per-draw constants, so only 8% of lookups hit and every miss
still paid for recording the reads and storing an entry. A plan now
counts its lookups and hits; after 64 lookups with fewer than one hit in
eight it walks its resources directly and probes the cache again on every
64th draw. On the SH title menu the command worker's busy time per draw
fell from ~125 to ~111 us (cache hit rate of the remaining lookups 70%).
* [GPU] Scan a pixel program's interpolated attributes once per decoded program
Every draw scanned all instructions of its pixel program twice, once
through a LINQ chain with Distinct/Order/ToArray, to count interpolated
attributes and the vertex outputs they read. The sorted attribute set
is a property of the decoded program, so it is computed once and kept
beside it. Pixel input resolution on the SH menu dropped from ~14 us to
a few us per draw.
Draws that sample the depth attachment need its read-only layout; every
other draw got the writable layout, even one that only tests depth. A run
of depth-sampling particles between test-only draws flipped the layout on
every draw, and each flip ended the rendering scope. Image state tracking
also recorded a barrier whenever the access changed, even from one read
to another in the same layout.
A draw that neither samples nor writes the attachment now keeps the
read-only layout it is already in, and reads after reads in one layout
record no barrier: the tracked state accumulates every reader, so the next
writer still waits for all of them. Depth-transition scope breaks in
Silent Hill: The Short Message's menu drop from ~1250 to ~820 per 5 s.
(cherry picked from commit 5563417d72fadefb115b300291b1e019b3171466)
Indexed indirect draws already let vkCmdDrawIndexedIndirect read their
counts, but a non-indexed DRAW_INDIRECT read its four arguments on the
CPU. When a compute pass had just written them (UE writes rectangle-list
draw arguments this way every frame), the read downloaded the buffer and
waited for the whole GPU: about one 20-50 ms stall per frame in Silent
Hill: The Short Message's menu.
The interpreter now hands the argument address to the host when it draws
non-indexed indirect draws on the GPU (deferring the instance count read
as the indexed path does), and the executor records vkCmdDrawIndirect.
The guest layout (vertexCount, instanceCount, firstVertex, firstInstance)
is VkDrawIndirectCommand. Rectangle lists use the general rectangle-list
variant, since the count is unknown; fans, polygons, legacy lists and
targetless draws (which may be retained and replayed) still read the
arguments on the CPU. SHARPEMU_CPU_INDIRECT_DRAW=1 keeps the CPU path.
(cherry picked from commit f2b91befb7dd27d65a35546f1e57dc88f04a5c82)
The native memcpy fast path copies with rep movsb straight into guest
memory. Pages the GPU reads are write-protected so CPU writes can be
tracked, so a copy into them takes one protection fault per page, and
under Rosetta each fault is a signal round trip of about 0.2 ms. The
managed memcpy marks the whole destination written before it copies and
takes no faults. Copies of at least 4 KiB now leave the stub for the
managed export; smaller ones keep the native copy, where one import
transition would cost more than the copy. SHARPEMU_MEMCPY_MANAGED_MIN
overrides the threshold.
Demon's Souls, 230 s through the PlayStation Studios intro: 536k
write-tracking faults become 71k, and the intro presents about a fifth
more frames.
* [Vulkan] Enable shader clip and cull distances
* [Vulkan] Track shader clip distance support
* [ShaderCompiler] Add a clip distance support flag to compile requests
* [GPU] Expose host clip distance support to pipelines
* [GPU] Pass clip distance support to shader compilation
* [ShaderCompiler] Reserve a clip plane for position exports
* [ShaderCompiler] Cull primitives with a zero position
* [GPU] Bind vertex buffers with their guest descriptor sizes
* [GPU] Accept B10G11R11 float vertex attributes
* [GPU] Spill oversized image readbacks to a temporary buffer
* [GPU] Carry DCC metadata on compressed textures
* [GPU] Mark sampled DCC clears through the metadata fill path
* [Tests] Cover vertex descriptor bounds and oversized image readbacks
* [GPU] Revert binding vertex buffers with their guest descriptor sizes
* [GPU] Carry DCC metadata only on single-layer 2D textures
* [Tests] Cover DCC metadata on 2D, 3D and array textures
Each shader resource plan is compiled once to a DynamicMethod that evaluates
its resource table graph with plan-local value slots instead of the
interpreter's hashed cache. ASTRO's PLAYROOM goes from about 20 to 60 fps.
Compilation runs on a low-priority "SRT compiler" thread; until a plan is
ready, the interpreter evaluates it, so a new shader no longer stalls the
render thread while its plan is JIT-compiled. A plan whose compilation fails
stays on the interpreter. SHARPEMU_SRT_NATIVE=0 turns the compiled path off;
it is also off when the runtime does not support dynamic code.
* [DeS] Fixes for page faults and stack bounds issues in the emulator and audio fixes
* [ShaderPrewarm] Hold the game until the prewarm finishes and resume interrupted runs
The prewarm compiled thousands of compute pipelines on background threads
while the now faster boot ran beside it, so logos, Bink movies and the first
scenes raced the compile and dropped frames.
- Hold the guest at its first splash hide, GPU submission or CPU flip until
the prewarm is decided and done; the render thread keeps presenting the
splash. SHARPEMU_SHADER_PREWARM_WAIT=0 opts out.
- Stamp only the shader translators, the compiler type and the driver, so a
Libs-only build no longer triggers a full prewarm.
- Record finished pipelines in shader-prewarm.progress so an interrupted
prewarm resumes with the remaining ones.
* [AudioOut2] Block a blocking push only until a queue slot frees
A blocking sceAudioOut2ContextPush waited only when the host stream hit its
128 KiB cap, so a title rendering faster than real time kept about 680 ms
queued and every sound played that far behind (GTA V: queue=2 context,
queued_ms avg=678). The push now waits until the device holds the cushion
plus QueueDepth-1 grains, the level GetQueueLevel already reports as full;
the host cap stays as the limit for non-blocking bursts. GTA V now holds
about 41 ms with no underruns.
* [GPU] Run bounded modulo copies of plain words on the host
Demon's Souls copies its per-frame constant and descriptor tables with a
compute kernel (dst[i] = src[i % N] for i < count). Run on the GPU, the
destinations stay GPU-dirty, and every draw whose resource tables read them
waits for a readback: about 19% of the render thread in the title scene,
for values that never changed.
The kernel is now recognized by its instruction sequence. When both
descriptors are plain 32-bit words of the same format and neither range is
GPU-dirty or GPU image memory, the copy is written to guest memory through
the host DMA path and the dispatch is skipped; anything else still runs on
the GPU. SHARPEMU_HOST_BOUNDED_COPY=0 turns it off.
Title scene with profiling: 7.4-8.6 -> 11.8-15.9 fps.
* [Diagnostics] Summarize synchronized table reads and trace several writer addresses
SHARPEMU_TRACE_GPU_READS=1 now also reports, every five seconds, the guest
words resource planning read through a GPU synchronization: read count, how
often the value changed, and the first and last value. SHARPEMU_TRACE_WRITER_ADDRESS
accepts a comma-separated list.
Upstream e7a4f0a0 started reporting HDR to the guest whenever the display
has HDR enabled. On an HDR Mac, Silent Hill switches its output to HDR,
a guest pipeline then fails to compile in MoltenVK (ushort4 output to a
BGRA8 attachment) and the process crashes inside MoltenVK on every run.
Auto now stays SDR on macOS; --hdr=on still opts in.
* [ShaderCompiler] Fix packed 10 and 11 bit buffer format layouts
* [SpirvTranslator] Pass W as the pixel position input instead of its reciprocal
* [SpirvTranslator] Keep lane spills in per invocation slots for all 64 lanes
* [SpirvTranslator] Match the hardware float conversion and NaN rules
* [SpirvTranslator] Apply VOP3 sign modifiers to conditional mask sources
* [GPU] Download guest DCC metadata before a known target is sampled
* [ShaderCompiler] End bit scan image tables at a sampler loaded from the same base
* [ShaderCompiler] Treat image table candidates with unsupported formats as null
* [Gpu] Recognize AGC's loaded-value buffer fill as an image/metadata clear
Octopath clears its DCC with a shader that s_buffer_load_dwords the fill value
from a one-record buffer and stores it at every thread index; only the variant
with the value in user data was recognized, so the DCC fast clear of UE's
translucency layer was lost and the layer kept stale alpha 0, which erased the
world map under it in the composite.
* [Vk] Bind descriptor sets instead of push descriptors on MoltenVK
MoltenVK returns zero from OpArrayLength for storage buffers bound through
push descriptors, so every bounds-checked buffer load read zero and every
store was dropped. In Poppy Playtime this left UE's motion blur indirect
dispatch arguments unwritten; the GPU then ran a 4294967295x1612x1490
dispatch and hung, and the game aborted on the render thread timeout.
* [ShaderCompiler] Size compute LDS to the dispatch's allocation
Every compute module declared the full 32 KiB of workgroup memory, which on
Apple GPUs leaves one workgroup resident per core. Declare the dispatch's
COMPUTE_PGM_RSRC2.LDS_SIZE (plus the wave64 bridge dwords), rounded to a power
of two so the index mask still bounds accesses. Silent Hill's heaviest per-pixel
pass (LDS_SIZE=4) replays in 11 ms instead of 46 ms.
* [Loader] Guard frame-pointer spill slots that live in the guest red zone
Host signal frames are pushed onto the guest stack, so GuestRedZonePatcher
protects functions that keep live data in the 128-byte red zone. It only
recognized RSP-relative accesses. Clang spills just as often through the frame
pointer: after 'push rbp; mov rbp, rsp' and N callee-saved pushes, RSP sits at
RBP-N and every [rbp-d] with d > N is below RSP. A fault taken there (lazy
commit, write tracking) overwrote those slots, which showed up as garbage
pointers on random threads in Poppy Playtime's level load.
Derive RBP-to-RSP from the standard prologue (leading pushes and the first
'sub rsp, imm') and treat [rbp-d] in (delta, delta + 128] as red-zone use. An
under-estimated delta only widens the guarded window. In Poppy's eboot this
protects 787 functions instead of 485.
* [AvPlayer] Report a loaded source as active before playback starts
sceAvPlayerIsActive answered true only after sceAvPlayerStart. Titles poll it
after adding a source and before starting playback; Superliminal waits for it
to turn true before it calls Start, so New Game never left the loading screen.
Report a player as active from the moment its source is loaded until it is
stopped or reaches its end, and track Stop explicitly so a stopped player
stays inactive.
* [Gpu] Copy the mips of a GFX10 mip tail block written through its own view into the chain
GFX10 packs every mip smaller than half a swizzle block into one block at the
start of the chain. A title can render into that block through a single-level
view exactly the size of the block: Unity's screen-space reflection blur writes
mips 3 and up of its 1024x512 color pyramid through one 128x64 view. The cache
keeps that view as its own image, so the chain's tail mips kept stale data and
sampling them produced rainbow blobs over Superliminal's menu.
When a chain is acquired with data, look for a GPU-written single-level image
at the chain's address with the tail block's extent, format and tile mode, and
copy each tail mip out of it at its placement inside the block. A per-image GPU
write sequence makes the copy happen once per new write.
* [SpirvTranslator] Give each used register its own private variable
The translator kept the scalar and vector register files as two private arrays
(128 and 512 uints) in every module. MoltenVK lowers a private array that size
to per-thread memory, so every register read and write in every invocation went
through memory. Declare one private variable per register the program touches,
on first use; the SPIR-V is otherwise unchanged.
* [ShaderCompiler] Resolve V_MOVREL* with selects instead of a spilled VGPR array
A program with any V_MOVREL* instruction declared its whole VGPR file as a
512-entry private array indexed at run time, which Metal spills to thread
memory, so every register access became a memory access. Keep one variable
per register and resolve relative accesses with a select over the registers
the program names. Octopath's instanced vertex shader (1536 x 8124): 112 ms ->
6.4 ms per draw in replay, output byte-identical.
* [AvPlayer] Start a player on its own when the title registers no event callback
Reporting a loaded source as active before Start regressed Quake, which
waits for its player to go inactive before starting its queued intro
videos. A player left loaded but unstarted stays active forever. Only a
title that registers an event callback can see the ready state and call
sceAvPlayerStart itself, so a player whose title asks for autoStart or
registers no callback now plays by itself once its source is ready,
reaches the end of the stream and reports inactive. Titles that start
playback themselves keep seeing a loaded source as active.
* [Gpu] Recognize AGC's constant buffer fill as an image/metadata clear
Octopath clears the DCC of its 1920x2200 DOF/bokeh accumulation target with a
third fill kernel: v_mov_b32 v1, 0 and buffer_store_format_x v1 at the thread
index, with only the destination descriptor in user data. It was not
recognized, the DCC fast clear was lost, and the additive bokeh pass kept
blending onto the previous frames until the target held thousands and inf,
which showed as noise and banded garbage over every 3D scene.
Program info now carries the constant a program stores when it is only index
arithmetic, one v_mov of a constant and one buffer store; a one-buffer 32-bit
formatted fill over every record with that value becomes a clear.
* [Vk] On macOS, retire a GPU tick only once its submission's fence signals
MoltenVK records Metal command buffers with unretained resource references
and signals a Vulkan timeline semaphore from a Metal event scheduled at the
end of the command buffer. That event can fire before Metal has finished
executing the command buffer, so a host thread that treats the timeline
value as authoritative can free resources the GPU is still reading. Metal
API validation reports this as "destroyed while still required by a command
buffer", and the resulting use-after-free showed up as intermittent GPU
tick stalls.
Every submission that signals the timeline now also signals a VkFence, which
MoltenVK signals from the Metal command buffer's completion handler. The
timeline value a host thread is allowed to act on is clamped to just below
the oldest tick whose fence has not signaled yet, and a timeline wait is
followed by a blocking wait on the last fence covering that tick. Fences are
pooled, tracked before the submit so no reader can observe a signaled tick
without its fence, and reset only once no thread is blocked on them. Fences
are polled at all only when the timeline already claims the tick is done, so
the common path costs one queue peek. The behaviour is macOS-only and can be
turned off with SHARPEMU_FENCE_RETIREMENT=0.
* [Vk] Refuse push descriptors on macOS for every device through one policy
The guard that refuses push descriptors on MoltenVK keyed on the
VK_KHR_portability_subset device extension, but that extension is not
enumerated for every device: the headless device the draw replay and the
device tests create took the raw driver limit, so replays on macOS read
guest storage buffers past their first bytes as zero (MoltenVK reports a
zero OpArrayLength for buffers bound through push descriptors).
The limit now comes from one policy both the presenter and the headless
device use, and macOS, whose only driver is MoltenVK, pushes none
regardless of which extensions are listed.
* [SpirvTranslator] Order emulated wave64 LDS phases in every block
A guest wave64 spans two host subgroups. The guest orders one lane's LDS
write before another lane's read by executing in lockstep, so the translator
puts a workgroup barrier between the halves wherever the wave switches
between writing and reading LDS. It only did so for programs of a single
block, which left every program with branches -- an NGG geometry stage
compute program has seventeen exec-skip branches around its ES to GS LDS
exchange -- reading the other half's LDS words with no ordering at all, so
the result depended on timing.
Every guest branch condition is wave-uniform in this emulation (EXEC and VCC
tests go through the wave mask and SCC is scalar), so every block is entered
by the whole wave and may hold a barrier, exactly as the wave64 ballot
exchanges already do. A block can be reached from either phase, so its first
LDS access always starts with a barrier.
* [Vk] Keep the rendering scope open across barriers and guest cache flushes
Tile-based GPUs pay for every rendering scope: ending one stores the
attachments out of tile memory and beginning the next one loads them back.
The presenter ended the scope for three things that do not actually need it.
An image barrier that repeats an attachment access in the same layout only
matters to work that runs after the scope, because accesses to an attachment
inside one scope are already ordered by rasterization order. Such barriers
are now queued and recorded as the scope ends instead of ending it.
A guest cache flush (a global memory barrier) inside a scope whose draws only
wrote attachments is deferred the same way, and every scope now opens with
that global barrier so anything recorded before the scope stays ordered
before its draws. A draw whose vertex or pixel stage stores to buffers,
storage images or device addresses ends a scope with a deferred flush first,
so a store can never move ahead of it. Finally, the DMA fill and copy entry
points no longer end the scope up front: the buffer cache completes most
transfers in guest memory, and the paths that do record GPU work end the
scope themselves.
SHARPEMU_DEFER_GLOBAL_BARRIERS=0 restores ending the scope at every flush.
* [SpirvTranslator] Take wave32 EXEC/VCC lane state from the low register
In wave32 a lane mask is its low register alone: EXEC_HI and VCC_HI are
ordinary SGPRs. Writing one of them therefore must not recompute the wave
lane state, and the lane state has to be tested against the low dword rather
than against a 64-bit mask composed from the low and high registers.
The lane-bit test that guards this covered the wave64 constant width only, so
it now accepts a mask of either width.
* [AudioOut2] Pace one grain per Advance+Push cycle and report the queue level
sceAudioOut2ContextAdvance and sceAudioOut2ContextPush each submitted the
context's pending PCM and, whenever nothing reached a host device, each slept
a whole grain in the software pacing fallback. A title that calls Advance then
Push once per grain therefore spent two grain periods per grain, so its audio
thread ran at half real time and held up every thread waiting on it.
Advance now claims the next grain on the context's clock and returns without
blocking (or, when its own submit already blocked in the backend, marks the
grain served), and Push waits for the grain Advance claimed; a Push with no
preceding Advance claims one itself. Neither call skips pending PCM. Because
the output holds QueueDepth grains, a grain may be queued as soon as the grain
QueueDepth-1 ahead of it starts playing, so a context can run that far ahead
of real time before a push blocks.
sceAudioOut2ContextGetQueueLevel reported an empty queue with the full depth
available on every call. Titles size their rendering by those two values --
Wwise renders exactly puiAvailableQueues grains per update and pushes them
non-blocking -- so a queue that never filled made it render a full queue every
update and then block inside Push for a grain per push while holding its audio
lock, which starved the game thread. The level now comes from the context's
grain clock, or, once a grain has reached a host device, from that device's
queued milliseconds beyond a short cushion.
* [Vk] Keep one depth attachment layout for draws that do not sample it
The depth attachment layout followed each draw's depth/stencil write mask, so
a draw sequence that toggles depth writes — opaque geometry, then decals and
translucency — changed the layout every few draws, and every layout change
ended the rendering scope.
The read-only attachment layouts are only required when the draw also samples
the attachment. Every other draw now uses the writable layout for the
aspects the format has, and the write mask alone selects the access, so the
layout stays constant and the scope survives. The presenter answers whether a
texture bound for the draw being prepared views the depth attachment's
subresources, defaulting to yes for hosts that do not track it.
* [Audio] Sleep for the SDL queue's drain time instead of polling every ms
Submit's backpressure wait is what paces every audio grain on the SDL
output, and it polled the queued byte count with Thread.Sleep(1), costing
the audio thread several wakeups per grain.
It now sleeps for the time the device needs to drain back under the queue
cap, still bounded by the existing deadline and the maximum wait.
* [CLI] Shut down cooperatively on SIGTERM
SIGTERM (launchd, process managers, kill) used the runtime default and
exited with GPU work in flight. It now takes the same host-interrupt path
as Ctrl+C: the presenter closes and tears Vulkan down before exit.
* [SpirvTranslator] Fold constant integer and boolean instructions
The translator materializes a good deal of translation-time knowledge as
SPIR-V instructions: a specialized descriptor's buffer format, swizzles,
strides, and the conditions that guard host-guaranteed ranges all end up as
arithmetic, comparisons and selections over operands the builder itself just
emitted as constants. That reaches the driver as runtime work, and on Metal
every one of those instructions costs pipeline-creation time.
The module builder now remembers the value of each 32-bit integer and boolean
constant it emits and folds pure instructions over them while it builds:
integer arithmetic, bit operations, shifts, bitfield extraction, the integer
and logical comparisons, the logical connectives, and a selection on a known
condition. Folding happens at emission, so a folded result feeds further
folding without a separate pass. Anything whose operands are not all known
constants is emitted exactly as before.
The buffer format decoder uses this directly: a specialized descriptor makes
the unified format a constant, so it decodes on the host instead of emitting
a module-level lookup table and an indexed read.
The test that covered that path asserted the table's presence and now asserts
its absence.
* [SpirvTranslator] Skip host-guaranteed bounds checks and unused LDS
Two sources of instructions the driver has to compile but can never need.
A read of a planned slot in the host-flattened resource table is always
inside the table the host binds, because the table holds every planned read
and written range. Those loads nevertheless carried a runtime array-length
compare and two selects each; a large pixel shader made about 376 of them.
A slot below the planned reserved word count now loads directly, and only a
slot computed at run time keeps the check.
ds_swizzle and ds_bpermute exchange data between lanes and GDS instructions
address the global data share, so none of them touches LDS. A graphics stage
that uses only those was still given the 8 KiB zero-initialized private LDS
array, which Metal pays for in compile time and in private memory per
invocation. The array is now declared only for instructions that really
address LDS.
* [Cpu] Answer pthread_self and pthread_getspecific in native stubs
The managed import gateway costs a guest-to-host stack switch, a full guest
register pack, a GCHandle dereference and the whole dispatch bookkeeping
before the HLE export even runs. For the two hottest trivial imports that is
three orders of magnitude more work than the answer itself: one UE5 title's
load measured 12.9M scePthreadGetspecific calls (38 s of wall time) and 4.3M
scePthreadSelf calls, at roughly 2.9 us each.
The few values those two imports need are now published into a per-host-thread
native block whose address lives in a native TLS slot, rebound whenever a
thread enters or is restored as a guest thread, and the two imports are
patched to emitted x86-64 stubs that read the block directly. pthread-specific
values live in native per-thread tables so a stub and the managed export read
exactly the same storage and cannot drift apart. The managed path stays the
source of truth for every case a stub declines -- no block published, no guest
thread bound, no value table, a key outside the table -- which it reaches by
jumping to the import's normal trampoline with every register intact,
including the incoming RAX variadic vector count.
The value-table slot follows whichever handle the current thread reports, the
bound guest thread or the host thread's own synthetic handle, so
pthread_getspecific is answered on unbound host threads as well; the primary
execution thread never enters through the guest-thread path and is a major
caller in UE5 titles. The self-handle slot stays guest-only, because
pthread_self on an unbound thread registers that thread's CPU context with the
guest scheduler and must keep reaching the managed export. Each stub also
bumps a per-thread hit counter, reported next to the existing HLE cost
histogram, so a call that misses the stub is visible rather than invisible.
The stubs are gated to macOS x64, where the emitted TLS read matches the
platform's pthread key array, and switched off whenever import or pthread
tracing needs every call to pass through the gateway.
* [CPU] Run libc memcpy/memmove as a native guest-side stub
Guest memcpy went through the managed gateway on every call: two write
tracking notifications, the memory reader lock and two region lookups, about
0.8 us per call under Rosetta even for a copy of a few bytes. Dreaming Sarah
makes roughly 45k of those calls a second.
Guest memory is identity-mapped, and every fault a copy can take -- write
tracking, lazy commit -- is resolved from the fault address alone, so the copy
can run as a forward rep movsb in a fast-path stub. A destination that sits
inside the source, where a forward copy would read bytes it has already
written, and the write-watch diagnostic both keep the managed export.
* [SpirvTranslator] Fill the FRONT_FACE and ANCILLARY pixel inputs
A pixel shader that enables FRONT_FACE or ANCILLARY reads those VGPRs, but the
translator only reserved their compact slots and left them reading zero.
Unreal Engine bakes its colour grading LUT one volume slice per instance and
has the pixel shader read the slice back out of ANCILLARY[28:16], the render
target array index. With that register zero every slice was baked from the
blue = 0 slice, so the tonemapped image lost its blue channel.
ANCILLARY is now the Layer built-in placed at bit 16, and FRONT_FACE the
FrontFacing built-in mapped to 1.0f for a front face and 0 for a back face,
which satisfies both the float greater-than and the integer not-equal tests
compilers emit for it.
* [SpirvTranslator] Fill the SAMPLE_COVERAGE and POS_FIXED_PT pixel inputs
The two remaining reserved pixel system inputs were also left reading zero.
SAMPLE_COVERAGE now reads the first element of the SampleMask built-in, and
POS_FIXED_PT packs the integer pixel position taken from FragCoord, x in bits
[15:0] and y in bits [31:16], so no enabled pixel system input is left unset.
* [CPU] Run the POSIX signal handler on the host stack for guest faults
Guest faults are delivered on the guest stack, and the managed handler ran
there. The runtime only knows the thread's own stack; Windows swaps the TEB
stack bounds while guest code runs, but POSIX has no equivalent. A garbage
collection during a guest fault then misread the thread's frames and
reported garbage object references, and the process failed with "attempted
to call a UnmanagedCallersOnly method from managed code". A small native
trampoline now moves to the host stack below the frames that entered guest
code before it calls the managed handler.
* [VideoOut] Give every swapchain image its own sRGB-encode intermediate
A float guest flip is blitted through an sRGB image before it is copied into
the UNORM swapchain image, and one such intermediate served every frame. Each
frame discards its contents by transitioning it Undefined -> TransferDst
before blitting, so with two frames in flight the next frame's blit raced the
previous frame's copy-out and the presented image came out fully zeroed. The
guest's own display buffers held the correct picture the whole time, so the
window simply went black for long stretches.
Each swapchain image now owns its own intermediate, created and destroyed with
the swapchain, so a frame can only ever discard the intermediate belonging to
the image it is about to present.
On Superliminal the same run went from 60 of 84 presented-swapchain readbacks
black to 10 of 187, all of them from before the menu appears, and the menu no
longer turns black after a couple of minutes.
* [VideoOut] Present a flip only after the tick that copied it
CaptureFlip recorded the display-surface copy into the guest batch, flushed
it, and then read the shared _submitTimeline field for the presentation's
RequiredTick. The presenter thread writes that same field from its own
submission, so the flip could be tagged with an older tick that was already
complete. The render loop then blitted the freshly created (never written)
flip snapshot, which presents as fully zeroed RGBA - a black frame with an
alpha of 0. Take the tick that this flush returned instead.
* [VideoOut] Pool the per-flip display-surface snapshot images
CaptureFlip created a 1920x1080 RGBA16F VkImage with its own VkDeviceMemory
for every flip and destroyed both when the flip retired: around twenty
vkCreateImage plus vkAllocateMemory pairs a second for the same extent, and on
MoltenVK as many Metal texture allocations.
Retired snapshots are now kept in a small per-format, per-extent pool and
handed back instead. A snapshot is fully overwritten by the copy that follows
it and its barrier takes it from Undefined, so neither its previous contents
nor its layout matter. The pool holds at most eight images, is guarded because
the command-stream thread takes snapshots while the render thread retires
them, and is drained at teardown. SHARPEMU_FLIP_SNAPSHOT_POOL=0 turns it off.
* [CPU] Bridge SIGFPE into the guest fault handler so #DE crashes are reported
The POSIX bridge installed handlers for SIGSEGV, SIGBUS, SIGILL, SIGTRAP and
SIGABRT, but not SIGFPE. A guest integer divide by zero therefore took the
runtime default and killed the process with no exception record and no guest
context, so the faulting instruction was invisible.
SIGFPE now routes to the same handler and is reported as an integer divide by
zero. Like SIGILL, it skips the image write tracker, which only ever resolves
data-access faults.
* [Cpu] Resolve GPU-tracked page faults before building the exception context
A CPU access to a page the GPU memory tracker protects faults on every first
touch after an upload or a GPU write, thousands of times a second in a frame.
The POSIX bridge converted each one into a full Win64 CONTEXT (general and
vector registers), then walked the interrupt, image-tracker, lazy-commit and
allocator-hole handlers before the tracker ever saw it.
The tracker needs only the fault address and the access kind, so it now runs
right after the image tracker, straight off the raw signal. An env var
restores the old handler order.
* [CPU] Serialize import stub and lazy TLS site patches
Patching a guest code site unprotects the page it lives on, writes, and
restores the old protection. Two threads patching sites that share a page
therefore race: one restores the page to read-execute while the other is
still writing into it, and the second write faults or is lost. Both happen in
practice -- a runtime module load sets up import stubs while guest threads are
running, and guest threads patch their own lazy TLS access sites as they first
reach them, several of which land on one page.
Every import stub patch and every lazy TLS site patch now runs under a single
gate, so the unprotect/write/restore sequence is never interleaved.
* [SpirvTranslator] Follow guest NaN and saturation rules for float ops
v_min_f32 and v_max_f32 return the other operand when one of them is NaN, and
v_cvt_u32_f32 and v_cvt_i32_f32 saturate an out-of-range value to the target
type's limit and turn NaN into zero. The GLSL FMin and FMax instructions and
SPIR-V's ConvertFToU and ConvertFToS all leave those cases undefined, so a
host driver is free to hand back the NaN or an arbitrary integer, and Metal's
fast math does return the NaN.
The minimum and maximum now select the other operand when either side is NaN,
and the two conversions clamp at the type's limits and return zero for NaN.
NaN is tested on the value's bits rather than with an ordered comparison, so
fast math cannot assume the test away.
Device tests cover this and the wave-wide maximum that Unreal's motion blur
computes with DPP row_shr, v_permlanex16_b32 and v_readlane_b32 across a
64-lane wave.
* [ShaderCompiler] Fix the SOPK immediate width and S_ADDK_I32's SCC
Two things were wrong in the SOPK forms, in both the SPIR-V and the MSL
backend.
S_CMPK_*_U32 compares against SIMM16 zero-extended; only the signed compares
sign-extend it. Both translators sign-extended it for every compare, so
"s_cmpk_le_u32 s4, 0xffff" was true for any value at all. NGG geometry
programs use exactly that test on the packed vertex and primitive count, so
they took their no-primitive path and exported a single null primitive, which
left Unreal's volume passes empty. The register S_CMPK names is also only
read, yet user-data liveness recorded it as a definition, so a compare on a
user-data register left that register unloaded; it now counts as a use, as
does the register of the SOPK accumulations.
S_ADDK_I32 is defined as D.i = D.i + signext(SIMM16) with SCC set on signed
overflow, the same SCC rule as S_ADD_I32, which both backends already
implement. Neither wrote SCC for the SOPK form, so a following
S_CBRANCH_SCC0/1 or S_CSELECT read whatever the previous instruction had left
there. S_MOVK_I32 and S_MULK_I32 correctly leave SCC alone.
* [ShaderCompiler] End the decode at S_CODE_END
S_CODE_END pads the space after a shader's last instruction. When the code
after the final S_ENDPGM ends in a backward branch, the linear decoder walks
straight into that padding and failed with an unknown SOPP opcode 0x1F, which
stopped the session.
The decoder now names 0x1F and ends the program there, unless a forward branch
still targets code beyond it -- in which case the padding really would be
inside the program and the decode still fails.
* [ShaderCompiler] Widen host-evaluable scalar operations for descriptors
A resource descriptor the host materializes is built by replaying the shader's
scalar operations on the host. The validator that decides whether a value can
be replayed listed only part of what the scalar evaluator implements, so a
descriptor computed through any of the others was rejected even though the
host can compute it exactly.
The list now covers every pure scalar function the evaluator supports: the
remaining integer maximum, absolute value and high multiplies, the signed and
unsigned comparisons, 64-bit equality, the bit-counting and bit-scanning
operations, the quad mask, the integer/float conversions, and the float
arithmetic and comparisons. Anything with side effects or a lane-varying
result is still rejected.
* [Gpu] Stop draining the GPU for predication that asked not to wait
PredicationZPassWaitOp is 0 for kWaitForQueryResults and 1 for
kDoNotPredicateIfQueryResultsNotReady, so the wait bit was being read
inverted. Every SET_PREDICATION packet that asked the command processor not to
stall drained the whole host queue instead, and the packets that did ask to
wait read the predication label without waiting for the results at all, so
they could act on a stale value.
The drain now happens only for kWaitForQueryResults, and only on the branch
that actually reads the label. A packet tagged
kDoNotPredicateIfQueryResultsNotReady leaves its work unpredicated, which is
what the hardware does while the results are still outstanding, and clearing
predication reads no memory at all so it never drains.
* [Agc] Queue the suspend point instead of draining the command stream
A suspend point inserts GPU commands that drain the graphics pipe. The call
that inserts it does not wait for those commands, and the hardware allows one
suspend point to be in flight, but the queue implemented it by blocking the
calling thread until every accepted submission had been processed.
The frame boundary is now a queued submission of its own, ordered behind the
graphics work it ends, and processing it flushes what the frame recorded. The
caller returns immediately for the first boundary and only waits when a second
one arrives while the first is still pending. Shutdown still drains, because no
slice will run a queued boundary once the queue stops accepting work, and a
cancelled queue drops pending boundaries along with the rest.
Measured on Octopath Traveler II: the call went from 223 ms to 72 ms, and the
guest render thread spent 38 s instead of 107 s of its 170 s inside it.
* [Cpu] Give guest execution threads a 64 MiB host stack for nested continuations
Every guest call that blocks in an HLE import resumes through a managed
continuation frame, so a guest thread that blocks deep inside its own call
tree nests host frames instead of unwinding them. Demon's Souls' render
thread overflowed the default thread stack within a minute of reaching its
main loop.
Guest execution threads now reserve 64 MiB. The reservation is virtual, so a
generous stack costs nothing until it is touched.
* [Gpu] Report pipeline creations that take longer than 250 ms
A host shader compiler can spend seconds inside vkCreateGraphicsPipelines or
vkCreateComputePipelines for one translated program, and the guest's command
stream cannot advance while it does. There was nothing in the log to say that
had happened, so the stall looked like the game hanging.
Pipeline creation is now timed, and any creation of 250 ms or more is reported
with the stage hashes, the SPIR-V byte count of each module that went into it,
and the running total spent creating pipelines, which is what identifies the
program to look at.
* [Gpu] Compile compute pipelines off the command-stream thread
A host shader compiler can spend tens of seconds on a single large translated
compute program, and the command stream could not advance while it did, because
the pipeline cache holds its lock across the creation call. Every other queue
that wanted any pipeline waited behind it too.
The pipeline host can now report that a compute pipeline is not ready yet. The
Vulkan presenter answers that way the first time it sees a program: it prepares
everything the command stream owns (descriptor set layout, pipeline layout,
shader module) up front and runs only vkCreateComputePipelines on a worker
thread, so the task touches nothing else. The number of compiles in flight is
bounded, since each one blocks its thread inside the host compiler and a frame
can touch many programs at once. Asking again returns the finished pipeline
without starting a second compile.
The dispatch waits for its pipeline rather than being dropped: a guest that
does not replay a one-shot dispatch deadlocks, because the dispatch can feed a
label a later packet waits on. Asking again from the executor keeps that wait
outside the pipeline cache's lock. Hosts that compile cheaply keep the blocking
behaviour through the interface default, and
SHARPEMU_ASYNC_COMPUTE_PIPELINES=0 compiles inline.
* [GpuMemory] Stop allocating on every tracked CPU write and shader identity hash
MarkCpuWrite runs on every guest CPU write into tracked memory — HLE register
patching, memcpy, index buffer setup. Its flush lambda and the region visitor
inside InvalidateRegion were both capturing closures, so every such write
allocated two closure objects and two delegates even when nothing needed
flushing at all.
InvalidateRegion now has a state-passing overload built on a ref-state
VisitRegions, and both call sites use static lambdas. The public
Action-based overload is kept for the callers that are not on a hot path.
ShaderIdentity.Compute is the other one: it allocated a fresh XxHash3 and a
byte[] per code range on every draw of a shader that carries no declared hash.
It now resets a per-thread hasher and reads each range into a pooled buffer.
* [Gpu] Allocate nothing per host DMA fill or copy
A DMA fill the buffer cache completes on the host allocated a 16 KiB array for
every call, even though almost all of them are label-sized, and a host copy
allocated a 64 KiB array per call. WriteHostMemory then scanned every
registered buffer for each write it made.
The fill builds its repeating chunk in a stack buffer sized to the fill, the
copy rents its staging buffer from the shared pool, and WriteHostMemory walks
only the registered buffers the write actually overlaps, which it can do
because the registry is ordered and disjoint.
* [Audio] Fix out-struct sizes and layouts in AudioOut, Ajm and AudioPropagation
sceAudioOutGetPortState wrote 16 bytes and put the volume in a single byte at
+7, which is inside rerouteCounter. SceAudioOutPortState is 0x20 bytes with
volume as an int16 at +4; the export now writes the whole struct with
volume = -1, which is what the library reports for anything but the pad
speaker. Its guest-stack bail is gone for the same reason it is going in
libSceAudioOut2: the call names one out pointer and its host address range is
not a signal.
ClearAjmBatchError zeroed 24 bytes, the naive sum of the field widths.
SceAjmBatchError is 0x20 bytes because its two pointers force 8-byte
alignment, so pJobOriginRa lands at +0x18 and kept stale guest bytes across
every batch start and wait.
sceAudioPropagationSystemQueryMemory wrote a {size, alignment} pair at +0x00
and +0x08, which is not what SceAudioPropagationSystemMemory holds there: that
is the struct descriptor the caller has already initialized. The two size
fields live at +0x18 (CPU) and +0x28 (GPU), and the descriptor is now left
alone.
* [SpirvTranslator] Emit forward, nested control flow as structured selections
Every program with more than one basic block ran as a loop around a switch on
the guest PC. That shape keeps every guest register live across iterations and
stops the host compiler from optimizing across blocks, so on Metal the register
files spill.
A program whose branches only skip forward over properly nested ranges -- an
s_cbranch_* skip, an if/else with an s_branch over the else range, a skip to
the end of the program -- is exactly a nest of SPIR-V selections, and is now
emitted as one. The structuring is attempted first without emitting: if any
branch goes backwards, leaves a range it entered, or targets an instruction
that is not a block boundary, nothing is emitted and the program keeps the PC
dispatcher, so no program loses a shape the dispatcher handled. Setting
SHARPEMU_STRUCTURED_CF=0 forces the dispatcher for every program.
Measured on two replayed programs, with identical output: an instanced vertex
shader 8.1 -> 4.8 ms and a per-pixel compute program 10.7 -> 6.6 ms.
* [Agc] Batch the interpolant mapping's guest reads and register writes
sceAgcCreateInterpolantMapping and its version 2 run once per draw. Each one
read every semantic word with its own guest read — the output semantic table
was re-read from the start for every pixel input — and then wrote the 32
SPI_PS_INPUT_CNTL (register, value) pairs as 64 separate four-byte guest
writes, each paying the full guest write path.
Both semantic tables are now read once, the register block is built on the
stack (the identity pairs first, then the computed values over them), and the
whole block goes out in a single guest write. The output table is rented from
the pool when it is larger than a kilobyte. The bit arithmetic is unchanged,
and a new test pins version 1's output to the values the per-word
implementation produced.
Measured on Dreaming Sarah in-game: 8.6 us to 1.7 us per call, which is 5.0 s
down to 1.0 s of the main thread over about two minutes.
* [AudioOut2] Take every out pointer and struct size from the ABI
Out-parameter handling in libSceAudioOut2 was inferred at runtime: a helper
picked whichever of two argument registers looked like a writable pointer, and
another decided from the host address range whether a pointer was a guest
stack slot. Neither is a signal. The ABI names exactly one out pointer per
argument slot, and guest stacks sit at 0x7FFF_xxxx_xxxx on Windows but
0x6FFF_xxxx_xxxx on macOS, so the heuristic silently changed behaviour per
host. Every export now reads its out pointer from the register the prototype
gives it: ContextQueryMemory from rsi, PortCreate from rdx, PortGetState from
rsi, GetSpeakerInfo and GetSystemState from rdi.
The written sizes are now the real sizeof() of each struct.
SceAudioOut2PortState is 0x40 bytes, not 0x20. SceAudioOut2SpeakerInfo is
0x50, not 0x20, and its contents were invented; it now reports a TV speaker
type with front-left and front-right and the two stereo speaker angles.
sceAudioOut2SpeakerArrayCreate follows its real signature (pHandle,
pVbapParams, pAmbiParams): the handle goes to rdi, the speaker count and the
caller's buffer and size come out of the param block, and the handle is that
buffer when the title supplied one. The previous reading wrote the handle over
the VBAP parameters' speaker-position pointer and left the caller's handle
uninitialized. sceAudioOut2GetSpeakerArrayCoefficients writes
uiNumCoefficients floats to rsi and the ambisonics form writes them to rdx;
both used to zero a fixed 0x400-byte slab, and the ambisonics form could pick
its own count register as the destination address.
Errors are returned in the libSceAudioOut2 error space (0x80268xxx) rather
than as generic codes a title never compares against, and
sceAudioOut2UserGetSupportedAttributes is added.
sceAudioOut2ContextQueryMemory and sceAudioOut2ContextGetQueueLevel are left
exactly as they are, so that the two changes already in flight for them do not
collide with this one; the two address-range predicates survive for those two
callers alone.
* [Kernel] Memoize guest path resolution against the mount configuration
Resolving a guest path to a host path is pure text work plus a reparse-point
check per path component, but a resource streamer calls
sceKernelAprResolveFilepathsToIdsAndFileSizes with the same paths hundreds of
thousands of times over a load, so the work dominates.
Successful resolutions are now memoized. The only inputs that can change an
already-computed answer are the mount table and the host mount roots, so each
entry records the root configuration it was computed under and is ignored if
that has changed, and registering or removing a guest mount clears the cache
outright. A denial is not memoized: it is a containment decision about the
host filesystem's current shape, so it stays live. The cache is bounded, and
its size is tracked in a plain counter because ConcurrentDictionary.Count
takes every bucket lock, which on a path a dozen guest threads resolve at
once costs more than the resolution it guards.
* [Gpu] Route packed pixel color exports to the slots CB_SHADER_MASK enables
Shader compilers drop the MRTs a pixel program does not write, and the
hardware then delivers the Nth color export to the Nth target that
CB_SHADER_MASK enables — the export number and the target slot are not the
same thing. Unreal's base pass is the clear case: it exports MRT0 and MRT1 but
means targets 0 and 4 (SPI_SHADER_COL_FORMAT=0x54, CB_SHADER_MASK=0x000F000F).
Mapping each export to the target of the same number therefore wrote the
fourth G-buffer's data into the first, which showed up as a scene rendered in
world normals. Exports are now paired with the enabled slots in order, the
compiled pixel program keys its outputs by the export that feeds the slot
rather than by the slot, and a bound slot that no export reaches gets a zero
color write mask so it keeps its contents. When the two registers do not pair
up — different counts, or no formats at all — each export keeps going to the
slot of the same number, as before.
* [GPU] Clamp a volume render-target view to the volume depth
Unreal binds a whole volume as a render target with the last slice set to
its depth, one past the end, and the resolver stopped the session on it.
The color block writes only the slices the volume has, so the view is now
clamped to them. A view that starts past the last slice is still fatal.
* [Kernel] Remember APR paths absent from the read-only game image
Looking up a resolved path's size stats the host filesystem, and a path that
is not there costs two stats (a file probe and a directory probe) every single
time it is asked for. A resource streamer asks for far more paths than the
image contains, so misses are the common case and they are repeated.
/app0 is the read-only game image: a path that is not in it now will not
appear later. Absent paths under that root are therefore remembered, which
turns the repeated pair of host stats on what is often a slow external volume
into a dictionary probe. Paths outside /app0 can be created at run time and
are not remembered.
* [Kernel] Verify mount containment per component, not by listing directories
Containment verification stats each component of a resolved path once to reject
reparse points. It was changed to verify a whole parent directory in one
listing instead, on the theory that one listing is cheaper than N stats.
It is not, for a game image: .NET fills the attributes of every entry it
enumerates, so listing a directory stats all of it. A title whose asset
directories hold thousands of entries paid for every file it never opens --
directories of up to 7,390 entries, about 9 s of a load spent in those stats.
Each component is verified with its own stat again, and the per-component
memo that made the listing look attractive stays, so a component is still
verified only once.
* [Ngs2] Implement sceNgs2ParseWaveformData/File/User
The three waveform-parse entry points returned NOT_FOUND, and Void Terrarium
calls ParseWaveformData on its audio thread for every sound it loads.
They now parse the container and publish the description SceNgs2WaveformInfo
lays out (0xE8 bytes, with the block table at 0x48). A RIFF/WAVE fmt chunk
resolves to PCM by bit depth, to IEEE float, through the SubFormat GUID for
WAVE_FORMAT_EXTENSIBLE, or to ATRAC9, whose configuration is decoded so that
the audio unit size, samples per unit, units per frame and delay samples
describe the real frame and superframe. A smpl chunk supplies the loop points
and a fact chunk the decoded sample count. The "VAGp" container maps onto the
VAG waveform type at 28 samples per 16-byte HE-VAG unit.
ParseWaveformFile resolves the guest path and reads the header at the given
offset. ParseWaveformUser would have to drive a guest read callback, so it
reports INVALID_WAVEFORM_DATA rather than fabricating a description.
* [NpWebApi2] Add sceNpWebApi2CheckTimeout
Poppy Playtime calls it every frame, about 6k times a session, and each
call went through the unresolved-import path. No web API request is ever
in flight, so there is nothing to expire and it returns success.
* [Ime] Fill in sceImeKeyboardGetInfo and sceImeKeyboardGetResourceId
sceImeKeyboardGetInfo zeroed 0x88 bytes at its out pointer and returned
success. SceImeKeyboardInfo is 0x24 bytes -- six 4-byte members plus
int8_t reserved[12] -- so the call scribbled 0x64 bytes past the caller's
struct, and a title that reads the device type or the status got a zero for
both, which is not a state the library ever reports.
The export now writes exactly sizeof(SceImeKeyboardInfo) and reports an OSK
device in the DISCONNECTED state, which is what the host can honestly claim
since no physical keyboard is bridged. sceImeKeyboardGetResourceId returned
success without touching the caller's array, leaving the storage that
sceImeKeyboardGetInfo is called with uninitialized; it now publishes the
caller's user id with an empty id array. Both use the real error values.
Also adds a test for the existing scePadResetOrientation, which is a
handle-only call with no out parameter, so a bad handle is its only failure.
* [Gpu] Run an attachment-less draw whose vertex stage stores to memory
A draw with no color target, no depth target and no pixel stage was treated as
having no observable effect and dropped. That is wrong when the vertex or
emulated geometry stage stores to a buffer or a storage image: a GPU-culling or
stream-out pass whose only output is the buffer a later indirect draw reads
looks exactly like that, and dropping it leaves the indirect draw reading
stale data.
Such a draw now runs for its stores alone. The check only resolves the shader
programs when there is an export address to resolve, so a genuinely empty draw
still costs nothing.
* [AudioOut2] Write a single size_t from sceAudioOut2ContextQueryMemory
The export returns the context memory size through one size_t. For heap
output it also wrote a second qword (an alignment) after it, and titles keep
other locals there: Octopath Traveler II's allocator reads the dword at +12 of
that block as a divisor, so it faulted with #DE during boot. Write only the
size, wherever the output lives.
* [CPU] Reuse import trampolines and leave patched stubs alone on module reloads
Every runtime module load sets up the import stubs of all loaded modules
again, and each setup built a fresh trampoline and rewrote the stub's 16 bytes
-- under guest threads that may be executing exactly those bytes.
A trampoline only encodes its import index, so the trampolines are now cached
by index and reused, and a stub that already jumps to the trampoline it would
be given is left untouched, with no unprotect/write/restore cycle at all. A
reload of a module whose stubs are already patched therefore writes no guest
code.
The trampoline ABI test builds its backend with GetUninitializedObject, which
skips field initializers, so it has to supply the new cache; both fields now
go through one helper that names a field it cannot find.
* [Cpu] Read import stack arguments from the thread's own stack without a region query
Every import copies six stack argument slots (twice, with the per-thread
diagnostics). The per-thread readable-range cache is keyed by the host mapping
generation, which every tracker protection change bumps, so on macOS nearly
each slot fell through to a locked host region query: about half of the busy
managed samples at Octopath Traveler II's title were in that query or waiting
for its lock. Addresses inside the calling guest thread's stack, which the
backend maps read-write for the thread's lifetime, are now read directly.
* [HLE] Do not log expected wait timeouts, mutex relocks and closed pad reads
The import gateway logs an error result unless the NID is on a list of calls
whose failure is a normal outcome. Four common ones were missing:
scePthreadCondTimedwait and sceKernelWaitEventFlag time out exactly as the
caller asked, scePthreadMutexLock reports EDEADLK to the owner of an
error-checking mutex (titles use that to build their own recursive locks), and
scePadReadState reports a handle that is not open because titles poll every pad
slot.
Poppy Playtime logs roughly 260k of these lines per session, which buries the
failures that do matter.
* [Kernel] Run one mapping transaction per sceKernelBatchMap
A mapping change has to be handed off to the GPU worker before any lock the
image and buffer reads need, and the handoff waits for the GPU to drain.
sceKernelBatchMap walked its entries calling the same per-mapping entry points
the single-mapping exports use, so every entry in the batch took its own
handoff and its own drain.
The batch now opens one transaction and runs all of its entries inside it. A
thread-local flag marks that a transaction is already open so a nested entry
point runs directly instead of handing off again, and the flag is cleared in a
finally so an entry that throws cannot leave it set.
* [Loader] Rewrite SHA instructions in spans that touch no guest memory
The red-zone patcher computes a shifted core for every span: the run of
faultable guest memory accesses that executes with RSP moved below the
red zone. A span over register-only instructions has no such access, so
the core could not be computed and the span was refused as too short.
SHA rewrite sites are exactly that shape (sha256msg1/msg2/rnds2 on
registers), so no SHA instruction was rewritten any more: on hosts
without the SHA extensions every one trapped and was emulated one at a
time. Poppy Playtime logged sha_rewrites=0 with 144 too-short refusals,
hit hundreds of thousands of illegal-instruction traps and stopped making
progress within a minute.
A span with no guest memory access has nothing that must run outside the
shift, and the span builder has already refused any instruction that
touches RSP, so the whole span is the core.
* [Cpu] Keep fiber switches from writing stack bounds into the macOS TSD
The guest context-transfer stub that fiber switches go through keeps the
Windows TEB stack bounds in sync by storing the target stack top and
bottom to gs:[8] and gs:[16]. Unlike the guest-entry and exception stubs,
it did so on every host. On macOS gs addresses the pthread TSD, where
those slots hold errno's address and another key: a fiber switch wrote
its stack bounds over them, and the next failed libc call on the thread
(a timed-out condition wait) crashed reading errno through the pointer.
Demon's Souls died this way within 10-50 s of boot; a hardware
watchpoint on the thread's errno slot stopped in this stub.
The fiber bounds sync now lives next to the other TEB-bound helpers and,
like them, emits nothing off Windows.
* [Kernel] Take APR file sizes from the mount check's stat instead of listing directories
Resolving an APR path already stats every component to rule out links out of the mount.
The same stat now records the file's size, so size lookup no longer lists the file's whole
directory. Listing stats every entry: Demon's Souls keeps up to 7,390 files per asset
directory on a slow disk, and each first lookup in one paid for all of them.
FileInfo reports a missing component as -1 instead of throwing; it still ends the check.
* [Kernel] Place mappings in untouched address space without waiting for the GPU worker
Every mapping change queued behind the GPU worker so it could not race a pending GPU read.
During loading that worker is busy translating shaders, and Demon's Souls' reservations and
batch maps waited seconds for a queue slot (23.6 s over 132 calls, up to 7.1 s each) while
the change itself took about a millisecond.
A change that only places memory where the GPU was never given anything - a kernel-chosen
address, or a fixed range that is empty or reserved and overlaps no registered span - cannot
race a GPU read and has nothing to unregister, so it now runs on the calling thread. Those
paths also skip the unregister request for free and reserved ranges, which are never
registered; waiting on the worker while holding the mapping lock that GPU reads take would
deadlock, so reaching a registered span there throws instead.
* [HLE] Resolve single-view backing reads and writes without the views lock
Every HLE access to aliased guest memory took one lock shared by all guest threads, and
Demon's Souls' job threads queued on it for 8-byte mutex reads. Readers now binary-search a
copy of the view list; mutations drop the copy under the lock and the next reader rebuilds
it. A reader that races a mutation uses the list from before it, as if it ran first.
* [ShaderCompiler] Find each instruction's block by search and reuse register files
Several passes found a block's instructions by scanning the whole program once per block,
and the value graph did it again on every block visit. Blocks are sorted and contiguous, so
IrControlFlowGraph.BlockOf finds an instruction's block by binary search and each pass
groups the program once.
The value graph also allocated two 256-entry register files per block visit. Large Demon's
Souls compute shaders visit thousands of blocks, and the collections that caused stopped the
renderer for about 2.6 s of its first-frame shader work. Replaced entry and exit states are
now reused; a reused state is reset exactly as the constructor would, at the same point, so
the undefined values it starts with and the instructions they are charged to are unchanged.
The resource graphs and SPIR-V of the game's first 134 programs are identical.
* [Cpu] Deliver guest access faults on macOS as signals, not runtime Mach exceptions
The runtime receives EXC_BAD_ACCESS for its threads through a Mach exception port before
the kernel raises SIGSEGV or SIGBUS. It treats a fault in the page holding RSP, or the page
below, as a stack overflow and aborts - assuming RSP is on a stack it owns. Guest code runs on
guest stacks whose pages fault whenever GPU or image write tracking protects them, so Demon's
Souls died with a bare "Stack overflow." about every other minute of play.
Threads now clear that port the first time they enter guest code. Their access faults reach
the signal handler, which resolves guest faults and chains the rest to the runtime's own
signal handlers, as on Linux. Each tracking fault also skips the Mach round trip, which
roughly doubled Demon's Souls' frame rate (about 2 to 4-5 fps).
* [ShaderCompiler] Solve user-data liveness on bit sets and hash graph nodes by id
The liveness fixpoint that picks a program's user-data registers walked 256 booleans per
block per pass; it now works on four 64-bit words per block with the same equations.
ScalarValue keys many graph dictionaries. It keeps reference equality but hashes its unique
id, which skips the runtime's identity-hash path.
* [SpirvTranslator] Mask a wave32 saveexec result at 64 bits
The low-half mask for s_*_saveexec_b64 on a 32-lane wave used the 32-bit AND helper on the
64-bit exec value, emitting OpBitwiseAnd %uint with a %ulong operand. spirv-val rejects the
module and the driver's behaviour for it is undefined; Octopath has four such programs.
* [SpirvTranslator] Structure loops, early exits and single-block programs
Only forward, nested branches were emitted as structured control flow; every program with a
loop, and every single-block program, went through the loop around a switch on the guest PC,
which keeps all registers live and stops the host compiler from optimizing across blocks.
A block that a later block branches back to - on a wave-uniform condition or with s_branch -
now opens a SPIR-V loop whose body is structured like any range, whose continue evaluates
that branch's condition, and whose iterations share the dispatcher's step guard so a guest
loop that never ends still cannot wedge the GPU queue. A conditional branch from the body to
the block after the latch is a break out of the innermost loop. Any other backward edge, or a
break past an outer loop, keeps the dispatcher as before.
Across eight games, programs left on the dispatcher went from 760 to 104 (Poppy, Silent Hill,
Oregon Trail and Dreaming Sarah to none); every emitted module passes spirv-val and the
frames match. Octopath's 12.5M-invocation instanced draw went from 12.2 to 10.8 ms.
* [Gpu] Age cached images by frame, not by guest submission
The image collector runs after every completed guest submission as well as at each flip, and
every run advanced the age it compares against. A title submits dozens of command buffers per
frame, so "unused for 16 ticks" meant a fraction of a frame: every texture sampled once a frame
was deleted and recreated, and Superliminal uploaded 3,591 textures (2.2 GB) every 5 seconds.
Deleting a GPU-written image the cache cannot read back also dropped its contents.
Only a flip now advances the age. Collection after a submission still runs, so memory pressure is
relieved during long stretches without a flip. Superliminal's per-frame uploads went from ~55 to
none, and its intro scene from 12 to 45 fps.
* [Gpu] Submit on a release-memory label write only when it raises an interrupt
A RELEASE_MEM that writes a 32-bit label submitted the open batch at once. Without an interrupt
nothing inside the slice waits for the label, and every slice that makes progress already ends
with a submit - including one that stops at a WAIT_REG_MEM on that label - so the label is
written when that batch completes either way.
The per-label submits split Superliminal's frames into ~35 extra command buffers; each ended the
render pass, which stores and reloads every attachment on a tile-based GPU. The title menu went
from 15.6 to 21 fps and Octopath from 13-21 to 18-29 fps, with no hang over 150 s runs.
* [VideoOut] Reinterpret the sRGB-encoded frame on a presenter image, not the swapchain
A floating-point display buffer is sRGB-encoded by blitting it into an sRGB image and then
copied byte-for-byte into the UNORM swapchain image. MoltenVK does that copy through a
reinterpreting texture view it caches on the destination; on a presentable image the drawable
behind it changes every frame, and destroying the swapchain then walked those views through a
freed device. Superliminal, whose display buffers are RGBA16F, crashed at every exit (SIGSEGV
in MVKImagePlane::releaseMTLTexture from vkDestroySwapchainKHR) and each crash kept two crash
reporter processes busy for minutes.
The encoded bytes are now copied into a presenter-owned image in the swapchain's format first,
so the swapchain image only ever receives a same-format copy. Frames are unchanged; the exit is
clean.
* [Cpu] Stop guest threads at their next import once the host shuts down
Host shutdown only kept guest threads from starting another slice; a thread already inside
guest code kept calling HLE while the services behind it were torn down. Superliminal's job
threads then got a null command buffer from the GPU library, wrote through it, and the process
died with SIGSEGV on its way out.
After shutdown is requested an import now returns to the host entry stub instead of running,
ending that thread's slice; the scheduler already refuses to enter guest code again.
(cherry picked from commit 9e0e8ec0aa8b0bfaa030e5e97d51dbc0223f93e1)
* [Gpu] Declare every parameter the pixel program reads in the paired vertex program
A vertex program declares outputs for the parameters it exports plus as many locations as the
pixel program has inputs. SPI_PS_INPUT_CNTL can map a pixel input to any parameter number,
though, so a pixel program with two inputs may read parameters 4 and 5. Metal requires every
fragment input to be written by the vertex stage, so the pipeline failed to link ("fragment
inputs user(locn4), user(locn5) ... not written by vertex shader"), the command stream slice
failed and Silent Hill stopped rendering at a scene change.
The required output count now covers the highest location the pixel program reads, resolved
through the same input mapping its translator uses; missing exports are zero-filled as before.
The pipeline creation error also names the vertex and pixel programs.
(cherry picked from commit 80ec9fb53cfae922e458e2dd43d4b1010dbd2701)
* [Kernel] sceKernelAprGetFileSize writes the resolved file size
The export was a success stub that never wrote its out parameter, so callers
sized buffers from uninitialized memory. The signature is (id, uint64_t* size);
it now answers from the APR file registry like sceKernelAprGetFileStat.
* [Cpu] sceKernelWaitSema is an import-loop guard boundary
A thread that blocks on a semaphore between iterations is waiting, like the
condition-variable waits already on the list. A job-wait loop that runs queued
work between timed semaphore waits was otherwise taken for a hang once loading
outlasted the guard window.
* [Fiber] Avoid formatting unused names and disabled traces
* [Shader] Build materialization cache ranges without temporary copies
* [ShaderCompiler] Intern scalar graphs without string keys or hit allocations
* [Media] Vectorize movie YUV conversion without changing pixels
* [Shader] Reuse scratch storage for resource read recording
* [Tests] Initialize presenter state for GPU binding validation
* [Vulkan] Keep temporary descriptor writes off the managed heap
* [GPU] Reuse bounded descriptor preparation scratch arrays
* [ShaderCompiler] Persist versioned scalar analysis across launches
* [GPU] Remove duplicated image layouts from texture bindings
* [ShaderCompiler] Bind cached graph payloads to their input keys
* [Vulkan] Load content-addressed driver cache shards on demand
* [Tests] Keep presenter allocation fixture independent of diagnostics
* [Vulkan] Forget driver cache identities of destroyed shader modules
The remaining change of the updated #1006 head (e6659681) that the integration branch did not carry.
* [Vk] Measure GPU busy time from per-submission timestamps
Per-draw timestamps are written only with SHARPEMU_PROFILE_GPU_DRAWS=1; by
default each submission gets two timestamps and the overlapping intervals
are merged into a [PERF][GPU_BUSY] line with the busy share and the longest
submission.
* [HLE] Reserve a host core for the render thread
On Windows hosts with 8 to 64 logical processors the render thread gets the
last physical core of the fastest efficiency class at the highest priority,
and guest threads are kept off that core so spinning job workers cannot take
the renderer's SMT sibling. SHARPEMU_RENDER_CORE=0 turns it off.
* [Vk] Spin briefly before blocking on a GPU wait
A GPU wait polls the timeline for SHARPEMU_GPU_WAIT_SPIN_US microseconds
(150 by default) before it sleeps, which saves the wake-up latency when the
work completes soon.
* [GpuMemory] Answer CPU-dirty range queries without the tracker lock
MayHaveCpuDirtyPages reads the per-block summary and the region masks without
taking the region lock; a true answer still goes through the locked path.
Regions also bump a CPU-dirty epoch whenever a page becomes CPU-dirty.
* [Gpu] Skip the device-address sweep while no page became CPU-dirty
PrepareBda remembers the CPU-dirty epoch and the mapping it swept last and
skips the full sweep of mapped memory until either changes.
* [GpuMemory] Scan possibly CPU-dirty blocks 64 at a time
ForEachPossiblyCpuDirtyRange combined a region lookup and a summary read for
every 4 MiB block of mapped memory on each device-address sweep. A bitset of
blocks that have a region and the dirty summary words are now scanned a word
at a time, with the same runs as before.
* [Gpu] Skip syncing a written buffer range that is already GPU-owned
SynchronizeBuffer returns early when a written range lies entirely in the
GPU-modified ranges, uses the lock-free CPU-dirty query for reads, and the
render profile splits buffer sync time into written, texel and upload parts.
* [Gpu] Version the GPU-modified buffer ranges
A written range bumps GpuModifiedVersion only when it adds bytes to the
GPU-modified set, so readers can cache a clean verdict for a page until the
GPU writes something new.
* [Gpu] Track the extent of DCC metadata and answer overlap queries
A color target records the size of its DCC metadata, and the image cache can
tell whether a guest range overlaps registered DCC metadata.
* [Diagnostics] Trace the GPU writers of DCC metadata and of a chosen address
SHARPEMU_TRACE_DCC_WRITERS=1 writes the shader program and a call stack for
GPU buffer writes that overlap DCC metadata; SHARPEMU_TRACE_WRITER_ADDRESS
does the same for writes that cover one guest address.
* [Gpu] Fill DCC metadata on the GPU and in guest memory at once
A fill that targets DCC metadata which no GPU write owns is recorded as a GPU
fill and also written to the guest backing directly, so the range never
becomes GPU-dirty and later CPU reads need no readback. Ranges the GPU still
owns or that overlap an image keep the plain buffer fill.
* [Gpu] Turn AGC fill compute shaders into buffer fills
BoundedFillDetector recognizes the AGC range-fill and pattern-fill compute
programs, including thread-dimension dispatches, and a dispatch of one that
targets DCC metadata becomes a DCC fill instead of a compute dispatch.
Refused conversions are reported by the DCC writer trace.
* [HLE] Resolve backing aliases for readers that hold an access window
SharedBackingViews publishes its view snapshot as an alias identity, and a
reader can enter an alias access window once and resolve guest pages to their
backing alias without the views lock until the snapshot changes.
* [Diagnostics] Trace shader resource reads that wait for GPU-written memory
SHARPEMU_TRACE_GPU_READS=1 writes the shader, stage, address and table phase
of a resource read that has to synchronize GPU-written memory, once per shader
and page.
* [ShaderCompiler] Keep recent materialization variants per draw key
A cache key now holds up to four materializations in most-recently-used order,
so alternating descriptor contents reuse their earlier result instead of
re-materializing. The cache report counts stale and unreadable entries and
table refreshes, and ReadingTable tells a reader when the flattened table is
being evaluated.
* [VideoOut] Read resource words through cached clean pages and the backing alias
TryReadGuestWord and TryReadResidentGuestBytes remember the last 64 pages
found free of GPU-dirty bytes, keyed by the GPU-modified version, and read
them through the backing alias inside the alias access window that each
command stream slice now holds. GPU-dirty checks are byte-precise, and a
resident read refuses unreadable ranges before it asks the page tracker.
* [Gpu] Read GPU-written guest memory back asynchronously and ahead of time
VulkanAsyncReadback keeps eight slots: slot zero serves synchronous reads and
the others carry asynchronous downloads. A guest thread that reads GPU-written
memory lets the render thread start the copy and waits for it on its own
thread, then the render thread applies it if the range is unchanged; a
foreign read keeps the source buffer alive until it completes.
Windows the render thread had to read synchronously become hot. When a batch
writes into a hot window, the window is downloaded right after the batch is
submitted, and the next read uses that copy if it is still current. A pending
write to a hot window ends the open batch early. SHARPEMU_ASYNC_GUEST_READBACK=0
keeps the synchronous path; [PERF][ASYNC_READBACK] reports the counts.
* [ShaderCompiler] Prefetch contiguous resource words in one resident read
Resource materialization read every descriptor and flattened-table word
through its own guarded TryReadGuestWord call, about 2.6 million per five
seconds in Demon's Souls. The raw reads of each plan are grouped once; at run
time their addresses are resolved, sorted and read as contiguous runs through
the resident guest reader, and the values seed the evaluator cache. A run the
GPU may still own, or one out of bounds or through a null base, falls back to
the word reads. The cache recorder records the prefetched words, and
SHARPEMU_RESOURCE_PREFETCH=0 turns the prefetch off.
* [Gpu] Reuse image lookups that found the same backing
FindImage remembers, in a 256-slot table, each request that resolved to an
image with the same backing, keyed by the request bytes and a generation
that every index registration or removal advances. A repeated request
touches the image and returns the remembered result without walking the page
owner index. SHARPEMU_IMAGE_LOOKUP_MEMO=0 turns it off; [PERF][IMAGE_LOOKUP]
reports hits and misses.
* [ShaderCompiler] Look up fused programs without the registry lock
Every shader header lookup and decode asked the fused-program registry under
its lock. The registry now publishes an immutable dictionary that readers
take with a volatile read, and a registration copies it under the lock.
* [ShaderCompiler] Decode fused programs whose halves are far apart
The fused decoder joined the continuation at its address distance from the
entry and refused halves more than 4 GiB apart or in the wrong order, which
Poppy Playtime now hits for a vertex shader (invalid-fused-layout). Such a
continuation is placed right after the entry instead, and each of its
instructions keeps its real offset from the program address in AddressOffset;
S_GETPC_B64 in the scalar graph, the SPIR-V and the MSL translators uses that
offset, and the persisted scalar analysis key includes it.
* [Gpu] Collect an image only once it is old enough in frames
Since images age by frame, clamping the age to the current frame made every
image of the first frame collectable during the first 16 frames, and a
submission that ended no frame could delete a texture the frame still used.
Without memory pressure nothing is collected until the full age has passed;
under pressure the clamp still lets collection relieve memory early.
* [Tests] Cover the deferred global barrier of an attachment-only scope
A global barrier still ends a scope whose draws store to memory. In a scope
whose draws only write attachments it waits for the scope to end, and a later
memory-writing draw ends the scope and records it.
* [Agc] Make the number of suspend points in flight configurable
CommandStreamQueue takes the number of frame boundaries that may wait behind
the graphics commands. The default stays one, so the guest CPU can run one
frame ahead, and SHARPEMU_SUSPEND_POINTS_IN_FLIGHT=0 makes a suspend point
wait until its own boundary is processed, for diagnosis. Tests cover both
modes, including a label that the CPU rewrites after the suspend point.
* [Gpu] Throttle the device-address fault and 3D slice range logs
Little Nightmares wrote 195 thousand "Accessed non-GPU cached memory" lines in
one session and Silent Hill 6800 slice range lines. Both now print the first
occurrences and then only at power-of-two counts, with the count.
* [Docs] Document the new environment variables
Adds SHARPEMU_ASYNC_GUEST_READBACK, SHARPEMU_GPU_WAIT_SPIN_US,
SHARPEMU_IMAGE_LOOKUP_MEMO, SHARPEMU_RESOURCE_PREFETCH,
SHARPEMU_SUSPEND_POINTS_IN_FLIGHT, SHARPEMU_RENDER_CORE,
SHARPEMU_TRACE_DCC_WRITERS, SHARPEMU_TRACE_GPU_READS,
SHARPEMU_TRACE_WRITER_ADDRESS and SHARPEMU_PROFILE_GPU_DRAWS, and corrects the
group counts to the rows the tables hold.
* [GpuCommands] Write the 64-bit label of a compute-done release with an interrupt
RELEASE_MEM with event 0x2F and a 64-bit data selection was accepted only
without an interrupt. It is now handled like the other end-of-pipe events:
the label is written and the interrupt is raised after it.
* [GpuCommands] Let a wait see its own queue's preceding label store
A memory wait that directly follows a 4- or 8-byte store of its queue to the
same address, with only waits or inert NOPs and markers between them, compares
against the stored value when guest memory no longer holds it. Dead Cells
writes a label and waits for it while the CPU already rewrites it for the next
frame. The forwarded value lives only within one slice, and any draw, dispatch
or transfer in between drops it.
* [ShaderCompiler] Key fused programs by the underlying guest memory
Each native guest thread wraps the guest memory in its own tracking wrapper,
so a fused program registered while one thread created the shader was not
found by the render context. The registry now unwraps ICpuMemoryWrapper
before it looks up the per-memory table.
* [Agc] Implement the legacy sceAgcFuseShaderHalves export
The older NID (nApJjpKNBl4) shares the fusing path but keeps the front half's
user data pointer, takes the larger value of the resource allocation fields
of both halves, takes the user SGPR count and the ES component flag from the
front half, and copies the checksum register of the matching stage.
* [ShaderCompiler] Decode S_CMOV_B64 as a conditional select
S_CMOV_B64 is decoded as S_CSELECT_B64 with the old destination pair as the
false source, so it reuses the SCC, register-pair and EXEC handling of the
translators and of the scalar value graph.
* [Gpu] Merge the stencil replacement references of a face
Vulkan has one stencil reference per face for the comparison and every
replace operation. Replacements with the test value and with the operation
value are now merged into that reference over the written bits, and refused
only when they conflict on bits the comparison also reads. A replacement
with an operation value of zero over the written bits becomes a zero
operation, which ASTRO's PLAYROOM uses to clear one stencil bit.
* [Json] Add the sce::Json::Value copy constructor and keep shadow values on copies
The copy constructor (fSb2oQTNrgA) shares the assignment path. Assignment
and reads now carry the value a constructor or setter recorded in the object
heap, so a copy keeps it after the source is destroyed.
* [Font] Implement sceFontTextSourceInit
Fills the 0x60-byte text source with the text range, the cursor, the parser
callback and its object, and the text size, and leaves the memory after it
untouched.
* [AudioIn] Answer sceAudioInGetSilentState without an input backend
No AudioIn port can be opened until an input backend exists, so the export
returns an AudioIn error code (0x80260101) instead of being an unresolved
import.
* [PhtreadSpecificSemanticsTests] Fixes for computed shaders
* [ShaderCompiler] Return the entry header address of a registered fused program
An overload of TryGetFusedProgramParts also gives the entry header, so a
caller can register the same fused program on another memory.
* [Vulkan] Keep saving a pipeline cache that outgrows its limit
A driver cache over 256 MiB was refused on every save, so it was never
written again and every launch compiled the same pipelines. Such a cache
is now written as an empty file once, and the next launch starts a fresh
one. A save is skipped when the driver reports the size that was loaded
or last saved, and a failed or deferred save waits for the next interval
instead of running again on every new pipeline.
* [Vulkan] Write only the cache shards that gained pipelines
A shard remembers the driver size it was loaded or saved with and is not
written again while that size holds. Shard saves are logged as one
summary line, and a shard load only when it is slow.
* [Vulkan] Remove the single-file cache once the shard mode takes over
The shard mode never reads the single cache file of the default path, so
it is deleted instead of staying on disk.
* [Gpu] Record compiled compute programs in a shader prewarm list
When the pipeline host gives a list, each compute permutation the game
compiles is appended at once to shader-prewarm.bin: the guest code the
decoder read (once per program), the fused parts, the compute input, the
system registers, the resource specialization and the push data start.
Records carry a checksum, so a cut tail is dropped at the next open.
TryCompilePrewarm rebuilds the compile request from a record through the
same layout and request code as the runtime, so it produces the same
SPIR-V.
* [Vulkan] Prewarm the recorded compute pipelines after a translator or driver change
A first run after a translator change compiled every compute pipeline
one at a time while the render thread waited (Demon's Souls: 282
pipelines, 144 s). When the translator assemblies or the driver differ
from shader-prewarm.stamp, background threads at below-normal priority
translate the listed programs again and create their pipelines, so the
driver has them before the game asks. With the same build and driver the
launch does no prewarm work. The log reports the prewarm result and how
many runtime compute modules it produced.
* [Vulkan] Keep the pipeline cache in memory on Windows
The GPU driver keeps its own shader cache on disk, and the shader prewarm
list rebuilds it after an update, so Windows no longer writes the driver
cache file by default. SHARPEMU_VK_PIPELINE_CACHE=file keeps one; Linux
keeps the file and macOS keeps its shards.
* [Docs] Document the pipeline cache modes and the shader prewarm list
Adds SHARPEMU_SHADER_PREWARM, SHARPEMU_VK_PIPELINE_CACHE_SHARDS and
SHARPEMU_VK_PIPELINE_CACHE_LEGACY_SHARDS, and describes the new cache
file default.
---------
Co-authored-by: kuba <xnetcat.dev@gmail.com>
sceFontGetHorizontalLayout returned fixed 16px-era values regardless of
the scale set with sceFontSetScalePixel. Games that size their render
surfaces from the reported baseline (Astro Bot) ended up with surfaces too
short for the requested glyph size, so DrawGlyph cropped the bottom half of
every character. The layout values now derive from the font's current
pixel height, matching the ascent convention already used by glyph
metrics and the rasterizer.
Some callers pass the layout output pointer in rdx instead of rsi, which
the stub read exclusively, causing an INVALID_ARGUMENT return and Astro
Bot's own assert in FontSystem.cpp followed by the string being skipped
entirely. Fall back to rdx before failing.
* [Gpu] Astro Bot performance: 14 -> ~60 fps at the title scene
- Defer RELEASE_MEM command-buffer flushes instead of submitting per packet
- Resolve indexed indirect draws and dispatches on the GPU
- Async buffer readbacks on a dedicated transfer/compute queue
- Pool image backings, flip snapshots and tiler resources
- One-frame command-stream run-ahead
- Lock-free backed-range and image page-owner checks on CPU writes
- Scalar value cache with generation-stamped reset; memoized invariant phis
- Shader compiler: structured forward-only CFGs with function-scope
registers, EXEC-full guard elision, bounded V_MOVREL offsets
- Trivial-leaf import dispatch and strchr/strrchr fast paths
- SHARPEMU_GUEST_REFRESH_RATE option
* [Tests] Fix full-suite flaky tests
- Red-zone patcher: when every fixed trampoline candidate is taken, look
for any free host range within relative-jump reach
(PhysicalVirtualMemory.EnumerateFreeHostRanges); the test places its
image in a probed free hole
- Kernel memory tests: probe a free PRT-area address instead of the fixed
0x1026C00000; the reservation-extent test only rejects picks inside
the reservation
- Release checks tolerate another thread reusing the freed range
- Allocation tests measure on a dedicated thread and keep the least
allocating of several rounds (AllocationMeasurement.SteadyState)
* [Gpu] Astro Bot: structured loops, buffer slabs, pad motion
- Shader: emit natural loops as structured SPIR-V loops (OpLoopMerge)
instead of the block dispatcher, and merge SCC-uniform if/else joins
as selects so descriptors picked on a branch stay evaluable per draw.
- Shader: decode V_FFBH_I32 and V_MIN3_F16; read the DS GDS bit from
bit 17 (GFX10) and route GDS append/consume through shared atomics.
- Gpu: sub-allocate small device-local buffers from shared memory slabs.
- Pad: report motion data by default (Astro Bot never imports
scePadSetMotionSensorState), convert acceleration from m/s^2 to G,
and add scePadResetOrientation / scePadSetAngularVelocityDeadbandState.
* [CPU] Stop pinning guest threads to host cores by default
Guest affinity packed Demon's Souls' 13 spinning BPE job workers onto 10 host lanes and put its renderer next to them at equal priority, so the renderer and lock holders waited out whole scheduler quanta. Intro 10.6 -> 44.7 fps, menus 11.6 -> 47.5 fps. SHARPEMU_GUEST_AFFINITY=1 restores pinning.
* [Media] Convert host movie frames to YUV on the decoder thread
The render thread converted every decoded Bink frame from BGRA back to YUV 4:2:0 (6.7 ms per frame). The decoder thread now produces the planes and the presenter uploads them as-is. PS Studios logo 33 -> ~50 fps, attract movie 44 -> 60 fps.
* [Agc] Accept a zero destination in sceAgcDcbWriteData
Demon's Souls emits WRITE_DATA with address 0 into a template and patches it after copying. Returning null made the title patch a relocated null pointer, which wrote a stack-derived value into its label and was then parsed as an unknown NOP marker (GPU FATAL).
* [Loader] Patch short red-zone faulting accesses next to branches
A faulting access shorter than a jump could not be relocated when followed by a branch or a branch target, so a handled fault let Windows overwrite the red zone. Spans may now end with a direct branch (run after the stack pointer is restored) or start up to three instructions earlier. Fixes a Demon's Souls crash after the new-game intro movie.
* [GPU] Astro Bot rendering fixes: compute subgroups, DCC clears, PS inputs, texture MIN_LOD
- Compute: pin non-emulated compute pipelines to a 32-lane subgroup
(VK_EXT_subgroup_size_control) so wave64 groups other than 64
invocations keep lanes 32..63 active on AMD (striped froxel volume).
- Shader translator: 64-bit AND for the wave32 S_*_SAVEEXEC_B64 mask.
- PS inputs: slots that read one VS parameter share one host input;
a smooth/flat slot next to a V_INTERP_MOV slot is rebuilt from the
per-vertex values (black save cards, NaN normals, black props).
- Render targets: drop unwritten color targets of depth passes from both
the attachments and the pixel outputs, keeping locations aligned.
- DCC: materialize pending zero fast clears before shader access so a
later attachment bind does not wipe compute writes.
- Textures: honour the T# MIN_LOD with VK_EXT_image_view_min_lod so
streamed textures never sample unloaded mips (blown-out stadium sky).
- Device: enable VK_KHR_maintenance5 for point lists without PointSize.
* [Audio][GPU] ATRAC9 independent mono streams, BC storage fallback, 32-bit bit counts
- LibAtrac9: decode config header 0x30 streams (PS5 ambisonics), where every
channel is an independent mono stream interleaved frame by frame.
- Images: when the driver refuses storage usage on a block-compressed image,
compute writes go through an uncompressed replacement of the same memory.
- SPIR-V: count 64-bit masks with two 32-bit OpBitCount, which Vulkan requires
without maintenance9.
- Agc: drop the indirect-draw emit debug log; report the draw modifier in the
unsupported indirect draw error.
* [GPU] Partial texture-pool uploads and cheaper per-draw preparation
- A CPU write into a large layered texture (Demon's Souls' 256-layer BC3
pools) re-uploaded the whole image, ~750 ms of GPU detiling in one frame.
Each (mip, layer) piece's guest bytes are hashed at upload; a refresh
uploads only the pieces that changed.
- Device-address preparation touched and checked every registered buffer for
each dispatch. Recency touches now run once per retirement tick, and uploads
only visit buffers in blocks the tracker does not know to be clean; hot
pages stay dirty, so they are still re-uploaded every time.
- Resource materialization cache: when the only changed words are ones the
flattened table alone reads (per-frame inline constants), only the table is
evaluated again.
- A full batch no longer splits an open render pass before 512 draws.
- Lock-free lookups for shader headers, device format properties and the idle
host movie bridge; the SPIR-V dump toggle is read once per program cache.
* Demon soul - fix texture
* Delete runahead tests
* Screcrow fix for nvidia GPU
* shader(decode): fill MIMG float-atomic and SOP1 opcode gaps
Gen5ShaderTranslator's opcode name tables were missing several real
RDNA2 opcodes that Ghost of Yotei's shaders use: MIMG 0x1D-0x1F
(ImageAtomicFcmpswap/Fmin/Fmax) and SOP1 0x15/0x1B/0x1C/0x1E/0x34/0x3B
(SFlbitI32B32, SBitset0/1 B32/B64, SAbsI32, SBitreplicateB64B32).
Without names these decoded as unknown instructions and aborted
translation before the pipeline ever reached GPU submission.
* shader(resources): accept float-numeric-class atomic image descriptors
ResourceMaterializer rejected any atomic image descriptor whose guest
format wasn't exactly Format32Uint, but real atomic-float images
(ImageAtomicFmin/Fmax) arrive with a float-numeric-class format. Relax
the check to also accept formats whose SampledNumericClass is Float,
and default the null-descriptor's NumericClass to the image's own
class for atomics instead of always Float.
Also surface the actual materialization failure reason in
ShaderProgramCache's error message instead of a generic string, so
each subsequent blocking bug could be identified from the log without
extra instrumentation.
* shader(bindings): add a dedicated atomic-float image binding range
BindingLayout only had a single Atomic-Uint binding range (32-36), so
any atomic image with a float numeric class had nowhere to bind and
ForImage() returned null for it. Add AtomicFloatBinding (37-40),
bump ImageBindingCount 36->41, and split Describe()'s atomic range
into its Uint and Float sub-ranges to match.
Also add an Atomic flag to ShaderImageShape (TargetRegisterWords.cs)
so downstream view-format resolution can distinguish atomic images
from ordinary sampled/storage ones.
* spirv: emit ImageAtomicFmin/Fmax and DsSwizzleB32, fill SOP1 ALU gaps
Vulkan has no native float image-atomic-min/max instruction, so emit
them the way KytyPS5 does: OpImageTexelPointer (typed uint) ->
OpAtomicLoad -> compare-and-swap loop (OpPhi/OpFOrdLessThan/OpSelect
on the bitcast float value) -> OpAtomicCompareExchange, returning the
pre-exchange value from EmitAtomicWordUpdate (now non-void, valid SSA
at the loop's merge block).
Add DsSwizzleB32 (bit-mode/quad-mode lane shuffle via
GroupNonUniformShuffle) to the LDS-opcode switch and to
UsesSubgroupShuffle(), and add the SFlbitI32B32/SAbsI32/SBitset0B32/
SBitset1B32 SOP1 cases so the newly-decoded opcodes from
Gen5ShaderTranslator actually translate to SPIR-V instead of hitting
the generic "unsupported instruction" fallback.
* spirv: declare atomic image OpTypeImage with a Uint sampled type
DeclareImageClass previously derived the SPIR-V OpTypeImage's sampled
type purely from the binding's logical NumericClass, so an
atomic-float image (logical class Float, backed by our new
compare-and-swap emission on a uint texel pointer) still declared its
OpTypeImage as float-sampled. That violates
VUID-StandaloneSpirv-Image-04965: the R32ui image format and a float
sampled type disagree on numeric class. Force the sampled type (and
format, already correct as R32ui) to Uint whenever the image is
atomic, regardless of its logical numeric class.
* gpu: back atomic-float images with a real Uint VkImageView
The SPIR-V side now declares atomic images as Uint (OpTypeImage), but
the actual VkImageView bound at dispatch time was still created with
the descriptor's own float-numeric-class format, tripping
VUID-vkCmdDispatch-format-07753 (the shader's declared sampled type
must match the bound view's format numeric class).
Fix both resolution paths:
- VulkanVideoPresenter.Descriptors.cs: NumericClassOf() now forces
Uint for any atomic image (this covers the null-descriptor
fallback path), and ShapeOf() forwards the Atomic flag.
- ImageRequestBuilders.Texture.cs: the real, non-null descriptor path
resolves its view format independently from the descriptor's raw
GuestPixelFormat and was untouched by the above. Extend the
existing Sint-storage override (which already forces such images to
Format.R32Uint) to also cover shape.Atomic.
Confirmed via a fresh Vulkan-validation-layer run against Ghost of
Yotei that VUID-vkCmdDispatch-format-07753 no longer appears.
* fix(shader): reconcile atomic SPIR-V emitters with upstream
* spirv: fix ImageGetResinfo querying a non-existent sampled-image combo
ImageGetResinfo never goes through UsesSampler() (it only matches
ImageSample*/ImageGather* opcodes), so TryResolveLayoutImage always
resolves imageObject as the raw OpTypeImage value for this
instruction, never a sampled-image combo. The size-query code still
called OpImage on it whenever resource.IsStorage was false, expecting
to extract a combo that was never built, which spirv-val rejects:
"Expected Sample Image to be of type OpTypeSampleImage". Just use
imageObject directly in both branches.
This surfaced only after the earlier atomic-image fixes let Ghost of
Yotei's shader compilation get this far; it is an unrelated,
pre-existing bug in the base PR.
* gpu: remap compute workgroup axes past the Z-dimension device limit
Ghost of Yotei dispatches a compute shader with NUM_THREAD (1,1,256).
Vulkan only guarantees maxComputeWorkGroupSize >= (1024, 1024, 64):
the Z axis has a much tighter guaranteed limit than X/Y, and this ran
into it for real: "LocalSize Z (256) exceeds device limit
maxComputeWorkGroupSize[2] (64)" at vkCreateComputePipelines, even
though the NVIDIA RTX 5070 here allows up to 1024 total invocations.
Fix by remapping logical GNM axes onto physical SPIR-V/dispatch axes
at shader-compile time: the largest NUM_THREAD axis always lands on
physical X (most headroom), the smallest on physical Z (tightest
limit). Gen5SpirvTranslator.ComputeWorkgroupAxisOrder computes this
permutation purely from the three thread-group sizes, so:
- The translator uses it to declare the physical LocalSize execution
mode and to read gl_LocalInvocationId/gl_WorkGroupId's components
back into the correct logical VGPR/system-register slots, so guest
shader code (which only ever sees logical TID/WorkGroupId values)
is unaffected by the remap.
- RenderExecutor.Compute.cs recomputes the identical permutation from
the same thread-group sizes (input.ThreadsX/Y/Z) to reorder
vkCmdDispatch's group counts the same way, with no new metadata
plumbing between the shader compiler and the dispatch path.
* shader(resources): drop redundant ImageHandle ScalarBufferWord guard; add opt-in resource-tracker diagnostics
GetHandleSource had a blanket rejection of any ImageHandle whose dword
was a ScalarBufferWord, predating ValidateSource/RuntimeValueValidator
being able to generically resolve such dwords at bind time (the same
mechanism MaterializationSources already uses for buffer descriptors).
Drop the redundant, narrower guard and let ValidateSource be the
single source of truth, so legitimately resolvable image descriptors
loaded from a scalar buffer (not just the two hardcoded heap/direct
shapes TryMakeIndirectImage/TryMakeDirectImage recognize) aren't
rejected outright.
This did not resolve Ghost of Yotei's current blocker: its compute
shader at hash=0xCECFBCC210CB2372 pc=0x59C resolves an image
descriptor's byte offset through a loop-carried Phi (a hash-table/
linear-probe style bindless material lookup) that is not loop-
invariant, so it genuinely cannot be pre-evaluated as a single
per-dispatch runtime value the way MakeRuntimeBufferSource/
RuntimeValueEvaluator expect. That needs real GPU-side dynamic
descriptor indexing support, which doesn't exist yet in this
resource-tracking pass.
Also add SHARPEMU_RESOURCE_TRACKER_DIAG=1, gating verbose stderr
tracing in TryMakeIndirectImage's rejection paths and
RuntimeValueValidator's node-validation failures. This is what
localized the loop-carried Phi as the actual root cause; keeping it
opt-in and off by default costs nothing at runtime.
* shader(resources): degrade control-dependent bindless image/sampler descriptors to null instead of failing compilation
Ghost of Yotei's material lookup resolves an image descriptor's
offset through a loop-carried phi (a hash-table/linear-probe bindless
scheme) that RuntimeValueValidator correctly can't treat as a single
compile-time source - this resource tracker has no GPU-side dynamic
descriptor indexing to fall back on. Track *why* validation failed
(RuntimeValueValidator.ControlDependent, set when the failure traces
to a non-invariant phi) and, for image/sampler handles specifically,
degrade to a null descriptor instead of hard-failing shader
recompilation. Buffer handles and any other failure reason still fail
as before.
This ports KytyPS5's fix for the identical case
(feat/shader-control-dependent-descriptor, "shader: fall back to a
null image when its descriptor is control-dependent") rather than
attempting full dynamic descriptor indexing support, which doesn't
exist in either codebase.
Also add SHARPEMU_RESOURCE_TRACKER_DIAG tracing in
RuntimeValueEvaluator's evaluation failure paths (per-source-dword,
flattened table reads, and raw memory reads), used to localize the
next blocker down this same path.
* gpu: keep image shader types compatible with Vulkan views
* shader: decode and emit VOP1 0x39 (VFfbhU32, find-first-bit-high)
Another decode gap in the same family as the earlier MIMG/SOP1 fixes:
VOP1 0x39 was missing from the opcode name table, aborting
translation of Ghost of Yotei's next compute shader before it reached
GPU submission. Ported the fix straight from our own tree's
Gen5ShaderTranslator.cs/Gen5SpirvTranslator.Alu.cs, which already
decodes and emits it: reverse the bits then use the GLSL FindILsb
extended instruction, since RDNA reports the leading-zero count with
the architecturally required 0xFFFFFFFF sentinel for a zero source.
* shader(resources): treat a null-based SRT raw read as zero instead of faulting
A bindless pointer the guest leaves unbound for a dispatch resolves
its address-handle dwords to zero; EvaluateRawRead's raw-address
branch (as opposed to the buffer-descriptor branch) then dereferenced
that near-null address directly, and the guest memory reader
correctly refused it as unmapped, failing the whole materialization
with a generic "reason=Other". Ghost of Yotei's next compute shader
hit exactly this: a flattened SRT table read through a null-resolved
48-bit pointer plus a small immediate offset landed at address 0x14.
Treat any raw-address read below a small guest null-page threshold
(0x10000) as reading zero, so the value (and whatever descriptor it
feeds) collapses to null instead of faulting materialization. Ported
directly from KytyPS5's identical fix for the identical symptom
("shader: treat a null-based SRT constant read as zero").
* shader: decode/emit VOPC 64-bit compares and the 64-bit LDS atomics
Ghost of Yotei's cs 0x80003AF600 emits V_CMPX_NE_U64 (VOPC 0xF5) and DS_ADD_U64/DS_OR_B64 (0x40/0x4A), which the decoder refused. The VOPC 0xE0-0xE7 / 0xF0-0xF7 forms are the same V_CMP/V_CMPX U64 operations the VOP3 table already names and the emitter already lowers, so mirror them into the two-operand VOPC table.
The 64-bit LDS atomics sit just ahead of DS_WRITE_B64. LDS is modelled as an array of dwords, so each is lowered to the two 32-bit atomics that make it up. Neither opcode returns the old value, which makes the split exact: only the final memory state is observable. OR is bitwise-independent, so two 32-bit ORs are the 64-bit OR; ADD folds exactly one carry per low-dword wrap into the high dword, so the high word converges on the true wrap count regardless of lane interleaving. The RTN variants cannot be split without losing the returned pair's atomicity, so they stay undecoded and keep failing loudly.
* shader: decode and emit VOP3-encoded 64-bit VOPC compares (0xE0-E7, 0xF0-F7)
Ghost of Yotei's material-lookup shader issues V_CMP_*_U64/V_CMPX_*_U64
through the VOP3 encoding (opcode < 0x100, the same numbering VOPC
uses), which DecodeVop3's own opcode table never listed - it only
handled VOP3-native opcodes >= 0x101. Ported the fix straight from our
own tree, which already special-cases this exact sub-range (see the
"VOP3-encoded 64-bit VOPC" comment there): decode 0xE0-E7/0xF0-F7 to
the VCmp*U64/VCmpx*U64 names, and emit them as a 64-bit integer
compare (or a constant true/false for the F/T pseudo-compares),
reusing the existing generic VCmpx exec-mask handling.
* shader: implement GFX10 double-precision conversions and arithmetic
Decode VOP1 0x04/0x0F/0x16/0x2F/0x30/0x34 and their VOP3-encoded forms (V_CVT_F64_I32, V_CVT_F64_U32, V_CVT_F32_F64, V_RCP_F64, V_RSQ_F64, V_SQRT_F64) and emit them as real SPIR-V doubles. A 64-bit result is split across the destination register pair: the low word goes through the common destination store and the high word is stored alongside it, both under the EXEC guard. V_MUL_F64 (VOP3 0x165) and V_FMA_F64 (VOP3 0x14C) are added as well.
Source absolute/negate modifiers and the VOP3 output modifier and clamp are honoured. FP64 inline constants and literals are rejected explicitly rather than read as the wrong bits, following the gfx10 expansion rules. The shaderFloat64 device feature is enabled only when the physical device offers it, and the Float64 capability is declared only for modules that use a double.
Ghost of Yotei compute shader 0x8000393600 (hash 0xB90E2024732C6111) now translates and compiles instead of stopping at decode.
* shader: decode and emit VOP2 V_PK_FMAC_F16
V_PK_FMAC_F16 (VOP2 0x3C) reads the destination register as the addend for both packed f16 lanes and writes D = S0 * S1 + D back as a packed pair. Reuse the existing single-rounding fused-f16 path per lane and merge the two halves, so the result matches the hardware's f16 fused behaviour.
Ghost of Yotei compute shader 0x8000393600 reaches this opcode after the decoder is past the f64 gap.
* shader: decode and emit VOP3 V_MAD_I32_I24
V_MAD_I32_I24 (VOP3 0x142) differs from the already-handled V_MAD_U32_U24 only in that both multiplicands are signed 24-bit values. Sign-extend each operand from bit 23, multiply with 32-bit wrap and add the third source.
Ghost of Yotei compute shader 0x8000393600 reaches this opcode after the decoder is past the f64 gap.
* shader(resources): address runtime-fetched buffer descriptors via the device-address page table
A V# whose four dwords are all read from a runtime scalar-memory address (a descriptor-array entry indexed by a loop counter, as in Ghost of Yotei's cs 0x80003F2A00 at pc=0x1B4) cannot be bound ahead of time, so resource tracking used to fail the whole shader. Its dword reads are not control-dependent in any other way: they are real guest memory loads emitted at runtime through the device-address page table.
Detect that case in ResourceTracker and mark the access RuntimeBufferDescriptor instead of building a dense buffer resource. The SPIR-V backend then builds the guest address from the descriptor's runtime base (SGPR pair), the MUBUF offset/soffset/vector offset and, when indexed, the descriptor's stride, and stores/loads through the existing physical-storage-buffer path. num_records/stride bound the access so a null or empty descriptor binds nothing, matching the static path's range check. Formatted, typed and atomic accesses keep failing loudly because their descriptor format cannot be reconstructed from the raw words.
This completes the former d8959888aafd2552 dispatch.
* shader(resources): recognize runtime V# descriptors built from SRT reads and loop phis
The first runtime-descriptor detection only accepted four direct raw ScalarAddressWord dwords. Ghost of Yotei's cs 0x8000289300 at pc=0x78C builds its V# from a loop-carried phi that merges two SBufferLoadDwordx4 reads of the SRT buffer at a dynamic offset, so the access was still rejected even though the descriptor is a real runtime value.
Make the detection generic: a BufferHandle is a runtime descriptor when each dword is a plan-time-known value (constant, user data, shader base, flattened table word) or a guest-memory read, recursing through phis, selects and operations, and at least one leaf is a raw read. A cycle through a phi is accepted the same way the read planner treats cyclic phis. Anything else keeps hard-failing.
The raw BufferLoadUshort at pc=0x78C now lowers through the device-address page table. The formatted BufferLoadFormatX at pc=0x18F4 correctly escalates to BoundedCandidateTable, which is still unimplemented and is now the next required feature.
* shader(resources): plan bounded runtime V# candidate tables
* shader(resources): materialize bounded runtime V# candidate tables
* shader(resources): address a runtime scalar buffer V# through the device page table
* shader(resources): model the guest V# separately from its Vulkan lowering; real 64-bit LDS atomics
Replace MemoryAccessInfo.RuntimeBufferDescriptor with a GuestBufferDescriptor that carries the V#'s provenance (Static or Runtime) and, for static descriptors, the dense-buffer index. The backend now chooses an explicit BufferLoweringStrategy from the descriptor and the access shape via GuestBufferDescriptor.ChooseStrategy, instead of hard-coding a single path: NativeBinding for compile-time descriptors, PhysicalStorageBuffer for a runtime descriptor used by a raw dword/subword access, and BoundedCandidateTable for a runtime descriptor whose format/type cannot be reconstructed from the raw words. The last one is not implemented and fails loudly with a precise reason, which is now a single, discoverable place rather than a boolean scattered through the translator.
DS_ADD_U64/DS_OR_B64 are now emitted as true 64-bit workgroup atomics when the device exposes shaderSharedInt64Atomics (queried through VkPhysicalDeviceShaderAtomicInt64Features, declared with the Int64Atomics capability, addressed through a 64-bit LDS view). The previous two-32-bit split is kept only as a documented fallback for devices without the feature; it is not atomic as a pair. Device setup reports the capability once.
* shader/image: accept 11_11_10 UNORM sampling and 8-bit sRGB render targets
The unified image format 30 is 11_11_10_UNORM, a packed 11/11/10 normalized float format the rendering side already knows as GuestPixelFormat.Bits11_11_10UNorm (mapped to VK_FORMAT_B10G11R11_UFLOAT_PACK32). It was missing from the shader-side sampled-format table, so cs 0x8000265D00 failed specialization with 'sampled image descriptor 7 uses unsupported format 30'.
Bits8Srgb and Bits8_8Srgb also had RenderTargetBytesPerElement = 0 while their element sizes are 1 and 2 bytes, which made TryGetTextureSize reject a RenderTarget-tiled 8-bit sRGB surface (tile mode 27) that the guest creates. Their render-target footprint is the same as the matching UNORM formats, and the host view already substitutes R8/R8G8 UNORM, so give them the real byte counts.
* shader: allow inline constants and literals as VOP3P packed-f16 operands
The VOP3P packed-f16 path only accepted register operands and refused constants, so cs 0x80003AF600 stopped at V_PK_FMA_F16 with src[128]. An inline constant or literal is a single f32 value rather than a packed register pair, so there is no half to select: both lanes take the exactly-converted f16 of that constant, with the lane's negate modifier still applied. Keeps the register path unchanged.
* shader: support Yotei f16 shifts bitsets and safe LDS atomics
* shader(vulkan): dispatch bounded runtime V# candidate tables
* shader: support additional LDS operations
* shader: support RDNA LDS store encoding
* shader: handle LDS operands and RDNA buffer cache op
* shader: extend strict GFX9 buffer and ALU decoding
* [VideoOut] added output mode events and profiling fixes
* [Gpu] fixed image, render, and dispatch handling
* shader: track SDWA and runtime buffer values
* [Shader] expanded Gen5 resource and interpolation support
* gpu: reconcile PR893 metadata and indirect dispatch
* gpu(commands): consume unknown NOP marker ids instead of failing the submission
Demon's Souls emits markers 0x6EC and 0x80C, which the interpreter treated as
fatal. The packets carry no work for the ids without a known side effect
(flips, user-data marker context), so they are consumed and each id is
reported once (command_stream.marker_ignored). voidborn, which gets much
further on this title, likewise ignores NOP marker payloads it has no
handler for.
* kernel: implement sceKernelGetOperationMode (PS5 base console, no submode)
The import was unresolved, so callers polling it (Demon's Souls does it at very
high frequency) got an unresolved-import result instead of the mode. Behaviour
matches KytyPS5 KernelGetOperationMode: *mode = 2, *submode = 0.
* loader: protect red-zone functions with enclosing patch spans
The red-zone patcher only built a trampoline span forward from the faulting
instruction, so it gave up whenever the next instruction was a branch target,
touched RSP, or changed control flow. Those refusals never reached FailedSites,
and the summary line reported sites=11472/11472 failed=0 while 777 faultable
instructions inside red-zone functions stayed unprotected.
Demon's Souls died on one of them. A GPU write-tracking fault at 0x800AD91F8
dispatched on the guest stack with RSP unshifted, which let Windows overwrite
the 128 bytes below RSP; the function reloaded its pointer from [rsp-0x10],
got 0, and faulted writing through it. The fault census confirms the same RSP
in the faulting frame as in the crash report.
Add TryBuildEnclosingPatchSpan: when the forward search refuses, take the
span's bytes from before the faulting instruction so the span ends at that
instruction and the one after it is never rewritten, which keeps every existing
branch into it valid. Two invariants make this safe and both are exercised by
the new tests:
- the RSP shift brackets only the faultable core, so a relocated
RSP-relative access still reads the slot it meant to;
- a span may not start before the end of the previous site, because a
backward span can otherwise reach instructions an earlier site already
replaced with its own jump.
Patch() also refuses overlapping sites outright rather than corrupting guest
code, and the scan now reports unrelocatable sites by category.
Unprotected sites drop from 777 to 270. The title runs past the main menu into
its opening cinematic and stops on an unrelated shader resource error.
The fiber tests move into a shared collection: they mutate the same static
FiberExports state as FiberExportsTests, and xUnit runs separate classes in
parallel, which made them fail intermittently.
* cpu: count guest faults and make access-violation reports readable
Guest code is commonly mapped PAGE_EXECUTE, which no host read can satisfy, so
IsReadableHostRange refused it and the whole call-site section of the access
violation report was skipped: every crash in such a title printed "Could not
read code at RIP" and nothing else. Read those windows through the guest memory
view instead, and print the faulting region so a future refusal explains
itself.
Add a census of the recoverable faults taken on guest threads, by guest RIP and
by the handler that resolved them. Windows has no alternate exception-dispatch
stack, so each of those faults overwrites the 128 bytes below RSP; knowing which
guest instructions fault is what turns a red-zone corruption from a hypothesis
into a measurement. Counters are allocated once per RIP and are inert unless
SHARPEMU_FAULT_CENSUS is set, since the handler is hot.
Also fix the guest context transfer frame: it published the stack bounds in the
wrong order, storing the low address in NT_TIB.StackBase and the high one in
StackLimit on every fiber switch.
Note: these two files also carried uncommitted work from earlier in this
worktree (guest stack sizing, the 22-qword transfer frame, import and exception
paths); that work is included here rather than separated, because the hunks
interleave.
* gpu: stop handing image ownership to a buffer that was only bound
Binding a formatted writable buffer over an image's memory invalidated every
image covering that range. The shader only declares that it may write there, so
this fired on every bind of every draw, and when the range belonged to a render
target the image was refreshed from guest memory the GPU never wrote - its
tiled backing read as linear, over the frame that had just been rendered.
A Demon's Souls capture showed 412 buffer-dirty refreshes and 207 GB of image
traffic. Suppressing the two bind-time call sites removed the banding entirely
and took the frame time from 7471 ms to 4272 ms, with GPU occupancy going from
29% to 45%; buffer-dirty refreshes dropped to zero.
Writes that actually happened still invalidate, from GuestBufferCache's fill and
DMA-copy paths, which is what the image ownership tests cover. The declared-write
case needs a reconciliation after the submission, once the GPU-modified ranges
are known; that does not exist yet, so
SHARPEMU_SPECULATIVE_IMAGE_INVALIDATION=1 restores the old behaviour meanwhile.
Note: these two files also carried uncommitted work from earlier in this
worktree.
* shader: name the instruction behind an undefined descriptor dword
A descriptor dword that resolves to an undefined value fails the resource plan
with nothing to act on. Undefined nodes are interned per type, so one shared
node stands for every instruction the builder could not model, and the builder
has about twenty places that produce one: the message names a category where it
should name an opcode.
Record the instruction the builder is translating, and under
SHARPEMU_RESOURCE_TRACKER_DIAG intern undefined nodes per instruction as well.
Revisiting a block reaches the same instruction, so values stay as stable across
visits as before, and the rejection can walk the failing dword back to the
undefined leaves it rests on and name them. Without the diagnostic the interning
and the message are unchanged.
A first attempt recorded every undefined created while an instruction was in
flight, which listed 1410 instructions for one shader because many are created
legitimately, for SCC among others. Only the leaves the failing value actually
depends on are reported.
Test counts are unchanged at 614 passed and 95 pre-existing failures.
* shader: carry over the Gen5 translation work from the port
Pre-existing work in this worktree, recorded here rather than authored in this
session: VOP3B carry/borrow paths for VSubCoCiU32 and VSubrevCoCiU32, the high
opcode bit for MIMG and the ray-tracing names it selects, DS/GDS flags, the
wave32 EXEC mask, and the scalar value graph and runtime evaluator changes that
go with them, across the Vulkan and Metal back ends.
* gpu: carry over the AGC and VideoOut work from the port
Pre-existing work in this worktree, recorded here rather than authored in this
session: tracked image caching in place of unused snapshots, depth/stencil
handling, snapshot reuse for feedback loops, read-only depth, the Vulkan
feedback target resolver, the GuestDepth and draw recording paths, GPU barriers
and image cache tracking, the storage resolver, BDA and GPU memory tracking in
VideoOut, and the submission and indirect dispatch corrections.
* hle: carry over the library export work from the port
Pre-existing work in this worktree, recorded here rather than authored in this
session: an HTTP connect timeout, an offline MAC, NP signalling context, the
asynchronous NP stubs and entitlement key, NP WebAPI context deletion, a CFW
stub, and the added aliases for sceImeKeyboardGetInfo, unlink, sched_yield,
scePadResetOrientation, scePadIsRemoteController and the solo scheduling
attributes, along with the Ampr file registry and kernel compatibility exports.
* cpu: carry over the guest execution and memory work from the port
Pre-existing work in this worktree, recorded here rather than authored in this
session: the guest stack size the pthread attribute asks for and its cap, the
PthreadYield fallback, the multi-thread stall watchdog, import and handoff
instrumentation, the host view and guest space owner changes, and the physical
virtual memory and runtime adjustments that go with them.
* base: verified pre-rebase gameplay baseline
* fix: materialize indirect shader image resources
* gpu,shader: Yotei bring-up changes (GPT session, unreviewed)
Work from a separate GPT session aimed at Ghost of Yotei, committed as-is so
it can be reviewed block by block. It clearly improves Demon's Souls rendering
(the scene becomes visible), but review found problems to fix before a PR:
- S_BITREPLICATE_B64_B32 copies the dword into both halves; the ISA doubles
each bit (bit i -> bits 2i, 2i+1). Wrong in the translator and the graph.
- FindMatchingMipLevel no longer matches 2D array views of 3D volumes; the
test expectation was flipped from 0 to -1 instead of keeping the case.
- VectorCompareResourceTests lost five passing tests, replaced by
compile-only smoke tests.
- 11_11_10 UNorm is mapped to a packed-float Vulkan format.
- Unknown BufferLoadFormat descriptors now read zeros / null images silently.
- Undefined scalar values are interned per instruction for every title.
Also adds 16-bit integer VOPC compares, V_RSQ_F16, IMAGE_GATHER4_C_LZ,
IMAGE_SAMPLE_A decode, Yotei base entitlements, richer image-creation
failure messages and flip-source diagnostics.
* diagnostics(renderdoc): capture automatically after N guest flips
SHARPEMU_RENDERDOC_CAPTURE_AFTER_FLIPS=N requests one capture once N guest
flip boundaries have been seen, so an unattended run can capture without the
F12 key. The count is kept here because the flip image version is per display
buffer, not a global frame index.
* fix(import-guard): recognize polling progress boundaries (#895)
* port shader GDS byte reads and float atomics
* port kernel debug exception exports
* Revert "port kernel debug exception exports"
This reverts commit 71d605e82c82a4a921862bfc865a104305cf746d.
* Revert "port shader GDS byte reads and float atomics"
This reverts commit 8f4e7664d7fc81a28ba5c47c86cbc03dba61d47b.
* [usbd] implement event timeout
* [usbd] add initialization stubs
* [share] add feature and overlay exports
* [kernel] implement pthread cond signalto
* [font] add renderer and kerning exports
* [agc] implement ACB rewind exports
* [share] add running status export
* [stubs] add game service exports
* [kernel] implement high resolution timer events
* [gpu] support polygon primitive rendering
* chore: bump version to 0.0.4
* [kernel] implement debug exception exports
* [vulkan] adopt synchronization2 submission and barriers
* docs: update upstream README
* Revert "[vulkan] adopt synchronization2 submission and barriers"
This reverts commit 7e44f90d624c05ccac3ba8d14f94bfa63c225b1d.
* Reapply "[vulkan] adopt synchronization2 submission and barriers"
This reverts commit 66b456dd2a4562b081970404034ab3cc3135f66a.
* Revert "[kernel] implement high resolution timer events"
This reverts commit faf105d9a0f93120f9954ff30890701683d79a67.
* Reapply "[kernel] implement high resolution timer events"
This reverts commit 9858506307cfdc43e875180f21727bea936ac888.
* Revert "[kernel] implement pthread cond signalto"
This reverts commit 83ad3b0ac313b01c7d1493e685423a5a419b8766.
* Reapply "[kernel] implement pthread cond signalto"
This reverts commit 4bc31dabf7885687dc3777aefede6b4122f936a4.
* [ampr] fall back to executable-local index cache
* [ampr] probe cache directory writability
* [media] keep host movies progressing when Vulkan bindings lag
* [media] release stalled host movies independently of rendering
* [vulkan] reuse pipeline caches across emulator builds
* [media] propagate stalled movie EOF to the guest
* [ampr] return guest path ids from resolve exports
* Revert "[vulkan] reuse pipeline caches across emulator builds"
This reverts commit f0f8e21382b402b510645acb66cf122ad765cd4a.
* [vulkan] reuse pipeline caches across emulator builds
* Revert "[vulkan] reuse pipeline caches across emulator builds"
This reverts commit fd667b6320b74be1e5d71b37a3c29fc11af713bb.
* fix(media): honor full Bink movie duration
* fix(vulkan): schedule wave64 barriers uniformly
* fix(vulkan): emit wave64 loop merge before branch
* fix(vulkan): predicate wave64 image stores
* Revert "fix(vulkan): predicate wave64 image stores"
This reverts commit 5842298743822d1b128e8b4dcb3f9d0a8fd03c35.
* Revert "fix(vulkan): emit wave64 loop merge before branch"
This reverts commit d2b98e0a8439e41c8faf04335320f202740fe7f9.
* Revert "fix(vulkan): schedule wave64 barriers uniformly"
This reverts commit 976d5a5957080de6568417c9d12235570b1503ef.
* baseline: preserve good Demon's Souls rendering
* Revert "[vulkan] adopt synchronization2 submission and barriers"
This reverts commit 7e44f90d624c05ccac3ba8d14f94bfa63c225b1d.
* fix(ampr): keep APR resolve ids unique on path-hash collisions
The APR resolve exports now return the 31-bit FNV hash of the guest path
(upstream 5c347d2c). Demon's Souls ships 13 same-hash file pairs under
/app0/ alone, and it resolves 32 colliding paths before the main menu.
Colliding files shared one id and read each other's bytes, and the
first level load after the menu never finished.
Hand out the hash only while it names one host file, keep it in an
authoritative table that later alias publishes cannot poison, and fall
back to a collision-safe Register() handle otherwise. Log both the
fallback and reads of unknown ids, which previously failed silently.
* fix(media): size the Bink watchdog to the movie, restore Gen4 export
c77746bd reverted the duration-based Bink watchdog to a fixed 90 s, and
MediaFramePlayback also capped every movie (AvPlayer too) at 120 s.
Demon's Souls ships a 171 s intro, 117-138 s attract movies and 756 s
credits, which both bounds cut short. Arm the watchdog for the movie
length plus 60 s (minimum 90 s, no upper bound) and drop the fixed
playback cap, as in the pre-rebase baseline.
Also keep cfwBSQyr5Ys exported for Gen4 as the baseline did.
* chore: trim added comments, keep upstream's cfwBSQyr5Ys target
Restore upstream's APR ABI comment verbatim, keep each added comment to
one line, and leave sceKernelDebugWriteCppExceptionInfo Gen5-only as
upstream declares it.
* fix(vulkan): query image levels only when the result is read
ImageGetResinfo emitted OpImageQueryLevels for every sampled image even
when the dmask never reads component 3. On a 3D image, the unused query
crashes NVIDIA's pipeline compiler inside vkCreateComputePipelines:
Demon's Souls compute shader 0xC553F37E46481A6B (dmask 3) takes the
process down right after the first frame.
* fix(shader): reconcile branch resource planning with upstream contracts
- Keep upstream's 42-binding image ABI. A float min/max image atomic
binds as the uint atomic image its compare-exchange loop already uses.
- A null-page read turns into zero only after a null base pointer fails
to read, not for every address below 0x10000.
- An empty V# reads as zero; overrunning a bound buffer stays a failure.
- A wave-indexed image table reads its mask through the clean reader,
like every other slot its descriptor depends on.
- A buffer load through a lane-varying address stays undefined, and a
constant exec_lo write keeps s_cbranch_execz decidable.
- An image descriptor from a scalar buffer must be one contiguous
record, and a vector access through a draw-evaluable V# keeps its
explicit binding instead of the runtime-descriptor path.
* fix(shader): drop the null-page read rule, encode GDS at bit 17 in tests
KytyPS5 does not turn a null SRT pointer read into zero: an unmapped
read fails materialization, which FailedResourceReadsRemainFatal pins.
Remove the rule.
GFX10 DS encodes GDS at bit 17 with OP at 25:18; bit 16 is GFX9's
position (LLVM DS_Real_gfx10). The decoder already reads bit 17, so the
DataShare tests set GDS there, and the LDS wave-counter tests clear it.
* fix(vulkan): keep bind-time image invalidation coherent with GPU contents
Binding a formatted writable buffer over an image marks the image
buffer-modified, so its next use refreshes it from the buffer. The
buffer was only synchronized from the image for read-only views, so
over a render target a writable view refreshed the image from stale
guest bytes. That is the Demon's Souls banding 48cd723a worked around
by skipping the invalidation altogether.
Synchronize writable formatted views from the image as well, and at bind
time invalidate every covered image except one whose only current copy
is still on the GPU and could not be copied into the buffer. Drop the
SHARPEMU_SPECULATIVE_IMAGE_INVALIDATION switch.
* test(shader): expect the header immediate in the indirect selector offset
The materializer reads the selector word at selector * stride +
SelectorOffset, so the offset must include the material read's
immediate. With the header immediate 4 and the +4 in the address
arithmetic it is 8; the test expected 4 since it was written.
* chore: remove session diagnostics
Drop the ad-hoc instrumentation added while bringing Demon's Souls and
Ghost of Yotei up:
- SHARPEMU_RESOURCE_TRACKER_DIAG traces in the resource tracker, dense
image tables, runtime evaluator and validator
- unconditional materialize_snapshot_probe warnings and the
SHARPEMU_TRACE_INDIRECT_IMAGES wave-table trace
- the guest fault census (SHARPEMU_FAULT_CENSUS / SHARPEMU_FAULT_WATCH)
- red-zone patcher address trace, unprotected-site file and short-jump
estimate (SHARPEMU_REDZONE_TRACE / SHARPEMU_REDZONE_SITES_FILE)
- RenderDoc capture after N flips and the flip-source refresh traces
The red-zone coverage counters and the readable access-violation report
stay.
* fix(kernel): sparse virtual reservations and HLE compatibility fixes
- sceKernelReserveVirtualRange: keep very large non-fixed reservations
in the guest mapping table without one contiguous host placeholder.
- Event flags: read names and write handles through the kernel
compatibility helpers so read-only image pages work.
- sceAjmInitialize: only validate the 32-bit reserved argument.
- Pthread: only free opaque objects the compatibility layer allocated.
- Route libc memset to the HLE implementation (int 45h path in LLE).
* fix(gpu): tiling, color targets, VideoOut pipelines and primitive stage masks
- Tile geometry and tiler shader fixes for detiling.
- Color target request fixes for 3D slice ranges.
- VideoOut descriptor, draw recording and pipeline fixes.
- Accept the compact primitive-shader stage masks (0x2000, 0x2030)
and report the rejected state when draws are skipped.
* fix(shader): Little Nightmares III decoding and translation
- Decode S_SCRATCH_STORE_DWORDX2 (SMRD op 0x16) as a scalar scratch
store instead of a load.
- Raise the decoder instruction limit to the maximum shader size.
- Stop linear decoding at S_SETPC_B64 and treat the tail as
unreachable; find fused GS pairs across the full 1 MiB object and
resolve continuation image descriptors from its entry SGPRs.
- Translate S_SETPC_B64 in linearised fused programs as a marker.
- Implement S_MUL_HI_I32 and V_DOT2C_F32_F16.
* fix(shader): Astro Bot debugger stubs and wave32 primitive pipelines
- S_CBRANCH_CDBG* only fire under an attached GPU debugger; do not let
them extend the decoded program past S_ENDPGM into debugger stubs
that load descriptors from devkit-only addresses.
- Stop decoding after an unconditional backward S_BRANCH with no
pending forward target instead of reading the "sl00" metadata
trailer as instructions.
- Ignore the GS_W32_EN/VS_W32_EN wave-size bits when matching
primitive-shader stage masks; graphics stages always compile as
wave32, so these draws were skipped for no reason.
* fix(kernel): keep sparse reservations out of the macOS graphics window
macOS reserves 0x10_0000_0000..0x70_0000_0000 for graphics memory, so a
sparse reservation starting at 0x40_0000_0000 could not be mapped there
(LargeVirtualReservationFallsBackToSparseGuestRange failed on osx-x64).
Start the sparse aperture at 0x70_0000_0000 on macOS.
* fix(shader): declare guest 1D textures as 1D images
Since #903 the image request builder binds guest 1D textures through
1D Vulkan views, but the SPIR-V translator still declared them as 2D.
Sampling a 1D view through a 2D image type is invalid, and on NVIDIA
Astro Bot's final composite pass wrote black to the flip buffer.
Declare Dim1D/Dim1DArray as SPIR-V 1D images with Sampled1D/Image1D,
matching upstream.
* revert(gpu): fail on written device-address ranges that cannot be planned
The Little Nightmares III work skipped unplannable written ranges on the
host and allowed those stores unconditionally in the shader. Stores whose
pages were not already in the BDA page table were then dropped silently.
Restore upstream's fatal and remove UnplannableWrittenMemoryIndices, so
each such shader is reported and fixed on its own.
* fix(shader): route FLAT accesses through the LDS and scratch apertures
GFX10 sends a FLAT access to LDS or scratch when bits 63:48 of its
address match the shared or private aperture (SH_MEM_BASES), and to
global memory otherwise. src_shared_base/src_private_base decoded to 0,
so an LDS pointer became a device address the host could not plan
(Little Nightmares traversal stack, shader 0x9669394374AAE5BC).
- Give the apertures distinct high dwords no guest address can reach,
consistent for 32-bit (high dword) and 64-bit (address) reads.
- Keep aperture identity in the scalar value graph (MemoryAperture).
- The device-address planner classifies a FLAT access whose high dword
derives from an aperture and gives it no device range; plain device
pointers keep the range and the fatal.
- The SPIR-V backend routes each lane by bits 63:48 to LDS, scratch or
the page-table global path.
* fix(shader): use the PS5 apertures and prove clamped FLAT addresses local
Little Nightmares builds its BVH traversal-stack addresses without
src_shared_base: v_med3_u32(0x80000000, 0x70000000, sp) clamps the high
dword, and the pop path reads the 0x7xxxxxxx entries with ds_read and
the 0x8xxxxxxx ones with scratch_load. These are the PS5 shared and
private apertures, so:
- SharedApertureHigh = 0x70000000, PrivateApertureHigh = 0x80000000;
the backend routes a FLAT lane by the top nibble of its high dword.
- Model v_med3_u32/v_med3_i32 in the scalar value graph.
- The planner bounds the high dword (Phi/Select/UMin/UMax, cycles
ignored since each yields one of its inputs) and classifies it local
when the bounds stay inside the apertures.
- Record the EXEC mask of each global/flat access: a select on that
same mask is a lane-masked register write whose inactive arm never
reaches a lane that accesses memory.
Little Nightmares shaders 0x9669..., 0xE9F1... and 0x392B... now plan
without the removed unplanned-write skip.
* feat(shader): emulate the GFX10 BVH node test for image_bvh_intersect_ray
Follows AMD GPURT's RT IP 1.1 fallback: triangle nodes 0/1 with barycentric
swizzle, FP16/FP32 box slab test with grow, NaN rule and sorting network.
Nodes are read through the device-address page table.
* fix(gpu): move a depth surface sampled as color into a color image
A texture whose format reads neither the depth nor the stencil plane
reinterprets the memory; Little Nightmares samples a D32S8 surface as BGRA8.
* fix(shader): make s_barrier order buffer and image memory within the workgroup
Guest code publishes stores to its workgroup with s_waitcnt vmcnt(0) +
s_barrier; the host barrier only ordered shared memory.
* fix(gpu): match sampler border color and filtering to the sampled view
Border colors were always integer, which Vulkan leaves undefined on float
views (an opaque-white border can read back as black). The numeric class
now comes from the bound view formats; integer views also drop filtering.
* fix(shader): decode the VOP1 and VOP3 half-precision transcendentals
Silent Hill's pixel shaders use v_log_f16; add rcp, sqrt, log, exp,
floor, ceil, trunc, rndne, fract, sin and cos for f16 in both encodings.
* fix(shader): decode v_min3_f16, v_max3_f16 and v_med3_f16
Silent Hill's pixel shaders use v_min3_f16; the draw was skipped.
* fix(agc): give a fused shader the larger user SGPR count of its halves
sceAgcFuseShaderHalves kept the back half's SPI_SHADER_PGM_RSRC2_GS, so a
front half reading its vertex tables from user SGPRs 26-29 saw only 12
(Silent Hill: front 30, back 12) and the draw faulted on null tables.
A vertex program without input semantics no longer needs the tables, and
the null-table and PRT-mapping messages name the registers involved.
* fix(shader): read buffers past the binding budget through their device descriptors
A Silent Hill compute shader binds more than 32 distinct buffers. Past the
budget an untyped access reads its V# from its SGPRs at run time, as the
hardware does, instead of failing the whole shader.
* fix(gpu): treat a compute constant fill of DCC metadata as a fast clear
Unreal fast-clears DCC render targets with a compute shader that stores one
dword from a constant buffer into every metadata record (0x40404040 clears
to 0,0,0,1). The fill only reached plain memory, so Silent Hill's
translucency layer stayed 0 and its composite multiplied the scene by 0.
The exact instruction sequence is recognised and routed to the existing
DCC clear tracking.
* fix(gpu): invalidate every image under a bound writable formatted buffer
The bound-write path skipped images whose only current copy was on the GPU.
Such an image kept stale contents after the guest rewrote it through the
buffer: Dead Cells lost its background and Demon's Souls showed wrong
surfaces. Bisected to ed3de27b; upstream invalidates unconditionally, and
52fbe275 already synchronizes writable views from the image, which fixed the
banding the exception was meant to hide.
---------
Co-authored-by: ParantezTech <12572227+par274@users.noreply.github.com>
Co-authored-by: Mathias <06mathias6@gmail.com>
* [CPU] Emulate the SHA extensions when the host raises #UD
The PS5 CPU supports SHA1RNDS4/SHA1NEXTE/SHA1MSG1/SHA1MSG2 and
SHA256RNDS2/SHA256MSG1/SHA256MSG2, and titles use them without a CPUID
check. Rosetta 2 does not translate them, so Poppy Playtime (UE4) aborted
with SIGILL on sha1msg1 on Apple Silicon. Decode the faulting instruction
and compute it from the saved XMM registers, like the SSE4a fallback.
* [Loader] Rewrite SHA extension instructions at load time on hosts without SHA
A #UD trap per SHA instruction is far too slow for titles that hash large
files: Poppy Playtime took 300k traps and the stall watchdog stopped it.
The red-zone patcher now replaces each SHA instruction with general-register
code in its trampoline, keeping all other registers and the flags. The trap
handler stays as the fallback for sites that cannot be patched.
MoltenVK advertises VK_KHR_fragment_shader_barycentric, but SPIRV-Cross
cannot translate PerVertexKHR inputs to MSL, so every pixel shader with
v_interp_mov_f32 failed pipeline creation on macOS (Poppy Playtime).
Reading only P0 is the provoking vertex value, which a flat input gives.
Attributes that read P10 or P20 still use per-vertex inputs.
Every import reads its stack arguments through a region query, which on
POSIX takes the global region lock and scans the view regions. With many
guest threads this was the most contended lock in the process (about 36k
contentions per second in Poppy Playtime) and HLE calls averaged ~59 us.
Keep the last readable range per thread for the import path and reuse it
until any POSIX mapping or protection changes. The signal handlers keep the
uncached query, since they must not touch thread-static storage.
Unreal Engine polls scePadReadState for all four user slots and passes
handle 0 for slots it never opened. Accepting handle 0 as the primary pad
reported three phantom controllers that repeated the primary pad's buttons,
and Poppy Playtime ignored all menu input. Handle 0 stays valid until the
title opens a pad, for Monster Truck Championship's early polling.
* [Memory] Reserve the guest address space again after an image reset
SelfLoader clears virtual memory before loading the eboot, which released the
startup pre-reservation of 0x10_0000_0000..0xFC_0000_0000. Every later large
reservation then had to probe the host address space candidate by candidate.
* [Memory] Pre-reserve the guest address space on POSIX hosts
POSIX had no ReserveFreeAddressRanges and cannot query foreign host mappings,
so TryHoldRangeAtOrAbove stepped through the address space one alignment unit
at a time. On macOS a 512 GiB reservation (all UE titles) took ~196k failed
mmap/munmap pairs before reaching free space, which the stall watchdog reported
as a hang in sceKernelReserveVirtualRange.
Find the free ranges by bisection, and use the first pre-reserved candidate
once a lower candidate fails.
Every translated module declared the 4 KiB private vgprPackedHalf array,
even when no packed-half instruction reads it. AMD's Windows compiler
keeps the unused array as a named .bss global; linking two stages then
fails and the driver copies the NOBITS section as file data, reading
past the end of the ELF. The result is a 0xC0000005 access violation
inside amdvlk64.dll during vkCreateGraphicsPipelines /
vkCreateComputePipelines.
The array is now created on first use by PackedHalfRegisters().
* 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.
* [CI] Fixes to warnings in workflows and scripts
* [CI] rename build job to win-x64
* [CI] sorry for version
* [AGC] Disable warning SHEM004 for AgcExports.cs
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>
* fix(agc): add support for CMASK fast clear in rendering process
* fix(agc): prevent stale cross-frame label writes from bypassing WAIT_REG_MEM
Add frame-ID tracking to GpuWaitRegistry so that WAIT_REG_MEM in frame N+1
is not satisfied by a label written in frame N. Previously, a label that
persisted in guest memory from the previous frame could satisfy a new
WAIT_REG_MEM immediately, causing the waiting DCB to bypass its fence and
execute out of order.
Changes:
- GpuWaitRegistry: add _labelFrameIds, _currentFrameId, AdvanceFrame(),
IsLabelFresh(); RecordProduced now stamps the frame ID on each write
- AgcExports: call AdvanceFrame() at RFlip (frame boundary);
HandleSubmittedWaitRegMem checks IsLabelFresh before bypassing
This is one piece of the Dead Cells character visibility fix (issue #833).
The cross-frame label reuse could cause composite passes to execute before
character-layer passes, resulting in invisible characters.
* fix(video): simulate CMASK 'all clear' at frame boundary to prevent trails
On real PS5, CMASK is reset to 'all clear' at each frame boundary,
so render targets are effectively cleared. SharpEmu did not implement
this behavior, causing GBuffer targets to LOAD stale data from the
previous frame, resulting in visible trails/ghosting.
Reset Initialized=false for all offscreen guest images at the present
boundary (when _currentFrameSlot changes). This ensures every render
target starts each frame with LoadOp.Clear, matching the hardware's
CMASK behavior.
This is the trail fix for Dead Cells (issue #833), complementing the
cross-frame label staleness fix in GpuWaitRegistry.
* fix(video): only reset render targets (not textures) for CMASK simulation
Previous commit 89b4610 reset Initialized for ALL guest images, including
textures and storage images, causing a completely black screen. Only images
with a RenderPass (actual color render targets) should be reset, as CMASK
'all clear' only applies to color render targets, not sampled textures.
* Revert "fix(video): simulate CMASK 'all clear' at frame boundary to prevent trails"
This reverts commit 89b4610a015619848e4000372822dca1c08051ff.
* fix(agc): implement CMASK state machine for render target clearing
Implement CMASK (Color Mask) hardware behavior based on shadPS4's approach:
1. Track CMASK addresses from CB_COLORn_CMASK registers
2. Detect compute shaders that write to CMASK addresses (IsComputeMetaClear
heuristic: no bitwise XOR in shader = clear shader)
3. Mark CMASK as 'all clear' when compute shader writes to it
4. EliminateFastClear mode now checks CMASK state before clearing
This addresses the trail/ghosting issue in Dead Cells (issue #833) where
642x362 GBuffer targets were never cleared after first use, causing stale
data from previous frames to persist.
Reference: shadPS4's IsComputeMetaClear + EliminateFastClear implementation.
* fix(agc): implement CMASK state machine for render target clearing
Based on shadPS4's PM4 implementation, add CMASK (Color Mask) hardware
behavior tracking:
1. TrackCmaskAddresses: Read CB_COLORn_CMASK registers to get CMASK addresses
2. CheckCmaskWrite: When DMA fill targets CMASK address with value 0,
mark CMASK as 'all clear' (shadPS4's FillBuffer logic)
3. EliminateFastClear: Check CMASK state before clearing - only clear
if CMASK is 'all clear', then mark as 'dirty'
4. DMA fill: Call TrackCmaskAddresses before processing to ensure
CMASK addresses are registered when DMA fills happen
This addresses the trail/ghosting issue in Dead Cells (issue #833) where
642x362 GBuffer targets were never cleared after first use.
Reference: shadPS4's IsComputeMetaClear + EliminateFastClear + FillBuffer.
* refactor(agc): remove diagnostic CMASK traces from hot path
Remove 4 diagnostic TraceAgcShader calls that were added during CMASK
investigation:
- agc.cb_regs=[...] - allocated List<string> + string.Join on every draw
- agc.cmask_track - per-slot interpolated string on every draw
- agc.cmask_write - per-DMA-fill interpolated string
- agc.eliminate_fast_clear - per-draw interpolated string
These were debugging probes and are no longer needed.
* fix(agc): sync constant-fill zero writes to Vulkan render targets
Dead Cells GBuffer trails: the constant-fill compute kernel
(TrySubmitConstantFillKernel) wrote zeros to guest memory but never
invalided the host Vulkan GuestImageResource that backs the render
target, so the GBuffer pass kept LoadOp.Load stale previous-frame pixels.
After the guest write, request a guest color clear尷 ... clear for the
destination address (RequestAgentColorClear projection (clear)) so the next render pass
uses LoadOp.Clear. The pending clearandray mechanism already exists; the
fill kernel was simply bypassing it.
* Remove AGC lifecycle debug probes
Remove transient render-target lifecycle and indirect draw debug instrumentation from AgcExports. The change strips the noisy console probing while keeping the active render-target tracking logic intact for draw sequencing and validation.
* fix(video): clear frame-stale MRT groups at guest flip boundary
On hardware a colour surface whose fast-clear metadata is in reset
state reads back as the CB clear value instead of stale memory, so
games can leave per-frame MRT groups uncleaned and rely on that
implicit initialization. With no metadata layer, such a target keeps
whatever touched it last; when the group shares addresses with the
compositor's output, the entire finished previous frame bleeds
through every region the new frame does not repaint (Dead Cells
dungeon trails / ghosted characters).
Arm a reset at the guest's own flip command - the authoritative
frame boundary inside the submission stream - and let the first
multi-attachment colour group of the fresh frame consume it,
starting from LoadOp.Clear. One arm per flip yields exactly one
reset per guest frame regardless of CPU/GPU pipelining; later
groups keep load semantics so intra-frame pass chaining is
untouched. CPU-backed images are never touched.
Mirrors shadPS4's meta-state-driven attachment.is_clear at
render-pass begin (vk_rasterizer.cpp BeginRendering).
* fix(agc): correct CbColor0Cmask register offset and add EXT support
CbColor0Cmask was 0x320 (CMASK_SLICE, tile_max:14) instead of 0x31F
(CMASK_BASE_ADDRESS). TrackCmaskAddresses read the slice count instead
of the base address, so CMASK registration always produced garbage or
zero — the entire meta-state chain starved for every game.
Fix: 0x320 → 0x31F. Add CbColor0CmaskBaseExt (0x398) and decode the
full 48-bit address: ((ext & 0xFF) << 40) | ((low & 0x1FFFFFFF) << 8).
Phase 0 probe confirmed Dead Cells programs neither CMASK nor DCC
registers (all zeros) — it relies on unified memory semantics where
unwritten surfaces read as zero. The register offset fix is still
needed for games that do use CMASK metadata.
* feat(agc,video): CMASK/DCC meta-state machine with CLEAR WORD support
Replace the flat _cmaskClearedState dictionary with a proper meta-state
ledger that separates registration, clearing, and dirtying:
- MetaSurfaceInfo keyed by colour-buffer address (not meta address)
- Reverse map _cmaskToColorBuffer for fill/compute write detection
- TrackCmaskAddresses reads both CMASK (0x31F) and DCC (0x325) with
EXT high-bit decoding; prefers CMASK, falls back to DCC
- CLEAR_WORD captured at registration time, passed through to
BeginTranslatedRenderPass as VkClearValue
- EFC checks specific surface (not 'any cleared → clear slot0'),
dirties only that surface (not entire table)
- CheckCmaskWrite uses reverse map for O(1) lookup
- Presenter bind loop queries IsMetaClearedForSurface → LoadOp.Clear
- _metaStateOverridesFlipArm flag gates flip-arm for gradual retirement
Phase 0 probe confirmed Dead Cells programs neither CMASK nor DCC
(all registers zero) — flip-arm remains the correct fix for that game.
The meta-state machine serves games that do use CMASK/DCC metadata.
* fix(agc,video): implement surface clearing at guest flip boundary
* refactor(video): remove flip-arm heuristic, meta-state machine fully replaces it
The flip-arm (_frameColorResetArmed) was a heuristic that cleared the
first multi-attachment colour group at guest flip boundary. The
CMASK/DCC meta-state machine now handles all clearing: at flip time
MarkAllSurfacesCleared() marks every registered surface as cleared;
at bind time IsMetaClearedForSurface() triggers LoadOp.Clear and
consumes the state. This replaces the flip-arm with a per-surface
state machine that correctly handles both explicit clears (DMA fill,
compute, EFC) and implicit frame-boundary resets.
Also fixed a bug where TrackCmaskAddresses overwrote IsCleared to
false on every call, defeating the frame-boundary reset. Now
preserves existing IsCleared state when re-registering.
* Thread-safe meta-surface state & meta-clear decode
Add synchronization for metadata state: introduce _metaSurfaceGate and guard accesses to _metaSurfaces and _cmaskToColorBuffer in AgcExports to avoid concurrent-dictionary corruption and ensure small critical sections. Preserve cleared state only when metadata binding matches during re-registration. Make Gen5 texture format constants internal. Update logic to set/consume IsCleared under lock and check CMASK nearby windows safely.
Decode meta clear values in VulkanVideoPresenter: skip CPU-backed targets for meta clears, add UnpackMetaClearValue and HalfToFloat to convert CLEAR_WORD0/1 into proper ClearColorValue for R8G8B8A8_UNORM and R16G16B16A16_FLOAT formats (with an 8_8_8_8 fallback). This ensures correct clear colours and thread-safe metadata handling.
The linear scanner consumed leading 0x66 bytes without checking that the
candidate starts on an instruction boundary. A short jump whose disp8 is
0x66 (EB 66) directly followed by a 66-prefixed FS:[0] load made the
patcher treat the displacement as a prefix and write its call opcode over
it, rewriting 'jmp forward past the TLS access' into 'jmp backward' -- an
infinite loop. GTA V's AGC resource destructors hit exactly this shape and
leaked the entire heap inside a container drain before any frame was
presented.
Reject candidates whose preceding byte is 0xEB: a bare EB can never be the
last byte of a valid instruction, so such a position is provably
mid-instruction. The outer byte scan then retries at the next offset,
which is the true boundary, and the patch lands correctly.
ApplySubmittedWriteData wrote label values to guest memory but never called
GpuWaitRegistry.RecordProduced, unlike ApplySubmittedReleaseMem. A suspended
WAIT_REG_MEM on a write_data label (e.g. Dead Cells frame fence 0x10243CFD8)
then could never be latched or deadlock-broken: guest memory is reset to 0 for
frame reuse before the next re-check, and _lastProduced had no value to replay.
Record each written dword and, for increment count2, the combined 64-bit value
so 32/64-bit waits latch like ReleaseMem dataSel=2.
* [GUI] Estonian language
Implements Estonian language support for the SharpEmu's GUI.
* [GUI] Update and refine Estonian translations
Correct grammatical errors, refine technical UI terminology (e.g., view layout descriptions), and improve overall phrasing for better consistency across the launcher UI.
BufferLoadDword/x2/x3/x4, BufferStoreDword/x2/x3/x4, and their GLOBAL
counterparts were routed through LoadUnalignedBufferWord /
StoreBufferBytes, which reconstruct every dword one byte at a time
(4 bounds-checked buffer accesses per dword, each with its own
OpArrayLength + OpSelect + OpAccessChain + OpLoad/OpStore, plus
shift/mask/or reassembly on top).
The GCN ISA guarantees these opcodes are always dword-aligned - only
the byte/short/D16 variants legitimately need unaligned access, and
those already have their own dedicated path
(LoadSubdwordBufferValue / StoreBufferBytes with an explicit byte
count). The generic dword-count loop reached by every other
BufferLoad*/BufferStore*/GlobalLoad*/GlobalStore* opcode was paying
the same per-byte cost for no reason.
Route the dword-granularity path straight through the existing
LoadBufferWord / StoreBufferWord helpers (one bounds check and one
load/store per dword) instead. Measured on a compute shader with 6
BufferLoadDwordx4 instructions in its hottest basic block, this drops
GPU dispatch time for that shader from ~430-448ms to ~86-92ms (~5x)
with no change in output correctness - it is a pure translation
inefficiency fix, independent of any specific title.
* [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.
sceAgcAddPrimStateRegisters (NID unconfirmed, resolved from the decrypted
eboot's call site) reads 32 register pairs from a buffer that
sceAgcCreatePrimState only partially fills, treating the unfilled part as
guest-stack garbage -- an out-of-bounds probe index sourced from that
garbage was the AV. Zero the unfilled part instead.
GPU interrupt kevents were being coalesced when several arrived close
together, but the AGC driver's interrupt thread expects exactly one
completion per delivered kevent -- coalescing silently dropped completions
and wedged its dependency counters. Deliver one kevent per trigger instead,
with a cap so an undrained queue can't grow unbounded.
sceVideoOutGetFlipStatus left an extended region of its output struct
un-zeroed; some titles poll a flag past the classic struct layout and spin
forever on garbage that never clears. Zero the whole region -- flips
already complete synchronously in this emulator, so it should read as
not-pending anyway.
sceVideoOutRegisterBuffers2 rejected any nonzero category/option, which
some titles use, making them unable to ever register display buffers or
flip. Treat unknown categories as the standard layout instead of failing
the registration.
Tested on Ghost of Yotei (PPSA26344): combined with the separate
ajm-acm-audio change, gets past its audio-init stall and renders/presents a
real GPU frame; neither change alone reaches that point.
Tested on Cult of the Lamb: calls sceAgcAddPrimStateRegisters 39 times, 0
crashes (previously an unresolved import on this exact NID).
Regression-checked on Demon's Souls (both with and without the separate
native-tls-fix change, to reach further into boot), Astro Bot, Outer Wilds,
Ghost of Tsushima, GTA, Minecraft, Quake: no change in behavior on any of
them.
AjmModuleUnregister/AjmFinalize were pure no-ops (always returned success
without touching state); they now validate the context and actually remove
the codec registration / context entry, returning a real error when the
context is unknown. AjmModuleUnregister traces whether the codec was
actually registered, to help spot a title unregistering something it never
registered.
MaxCodecType was hardcoded to 25 based on known Sony codec ids, incorrectly
rejecting valid Gen5 codec types (e.g. 24). Registration is pure bookkeeping
(HashSet.Add); the only real constraint is that codecType must not overflow
the 32-bit instanceId it gets packed into, i.e. codecType < 2^18. Named the
instanceId bit-packing constants (InstanceIdSlotBits/InstanceIdSlotMask) so
the four call sites that used to hardcode 14/0x3FFF independently can't
drift out of sync, and MaxCodecType's formula is self-evident.
Accept sceAcmBatchInitialize/InitializeLite/Start/StartMultiple/Process as
successful no-ops -- the emulator runs no ACM DSP jobs, but Scream's workers
trap on int 0x41/0x42 asserts whenever a submission call reports failure.
Accept sceAudioOut2MasteringInit/Set3DLatency as no-ops -- the host mixer
has no mastering/object pipeline to tune, but returning failure makes
titles tear down their whole ACM context and abort audio arena bring-up.
Tested on Ghost of Yotei (PPSA26344): sceAudioOut2MasteringInit/Set3DLatency
unresolved-import warnings go from 2 to 0, unblocking 5 audio-related guest
threads that never spawned before (MovieDecoder, snd_stream_parsing_thread,
snd_stream_reader_thread, Psn, NCA::PumpThread), watchdog stall errors from
1 to 0. This alone gets the title past its Scream audio-init stall into
further boot, but it still hits an unrelated infinite retry loop in
sceVideoOutGetFlipStatus shortly after -- fixed by the separate
videoout-agc-hle-misc change; combined, the title renders and presents a
real GPU frame.
Regression-checked on Demon's Souls, Astro Bot, Outer Wilds, Cult of the
Lamb, Ghost of Tsushima, GTA, Minecraft, Quake: 0 calls to any export
touched by this change on any of them, byte-for-byte identical to
upstream/main.
* [AGC] Fix arena/fence tracking stalls and recover lost GPU progress
Fix several AGC synchronization issues that could leave GPU work
unsubmitted or fences permanently unsatisfied:
- Recover fence writes missed during arena transitions by tracking
closed arena tails and resweeping unresolved fence locations.
- Fix chunk submission accounting so only actually parsed ranges are
considered submitted, avoiding missed orphan recovery.
- Extend arena sweeps to follow chained command ranges without
duplicate submissions.
- Preserve GPU state tracking across native worker memory wrappers by
using canonical guest memory identity.
- Fix builder-ring orphan submissions and stale ring-tail waits.
- Improve frame cycling by handling arena reuse, cursor regression,
and transiently unavailable builder headers.
- Record conditional DCB execution (IT_COND_EXEC) instead of
silently dropping the packet.
These changes improve AGC progress tracking and prevent GPU fence
starvation/deadlocks on titles relying on builder arenas and indirect
command chains.
* chore: trigger CI
ObserveComputeDispatch only returned evaluation's pooled arrays when
evaluationHandledByCpu was set. Dispatches rejected before submission
(empty resource tables, oversized workgroup, compile failure) or a
compute submit that got dropped instead of enqueued (workSequence == 0)
never handed those buffers to a consumer that would return them,
leaking one lease per occurrence and growing GuestDataPool.Shared
without bound over a long session.
Adds GuestDataPool.DiagnosticStats() (outstanding lease count, idle
cached bytes) surfaced in the periodic [LOADER][PERF] line, to catch
this class of regression going forward.
Verified on Ghost of Yotei and Demon's Souls: pool_leases grew
unbounded before the fix (525 in 5 min on Demon's Souls, 1114 in 180s
on Yotei) and stays flat/bounded after (0-6 and 2-18 respectively),
with no behavioral regression observed.
* [VideoOut/Vulkan] Fix boot deadlock, writeback stall, and presentation bugs
- Presenter thread now starts on the compute dispatch path too, fixing
a boot deadlock when a title's first GPU work is compute (Ghost of
Yotei G-Buffer clear).
- Guest render-target format swaps between sibling pixel formats now
reinterpret in place instead of recreating blank, preserving
GPU-written content.
- Vectorized the guest-buffer writeback scan (equal-byte skip + coarse
per-page pre-check), fixing multi-second stalls on fragmented buffers
that starved JobWorker completion signals.
- _presentedSequence now advances on every Render() early-return path,
fixing an unthrottled busy loop on stale/dropped presentations.
* Remove unnecessary Silk.NET.Windowing dependency
- Fixed guest mappings now go through a granule-aware allocator so
adjacent PS5 16 KiB pages sharing a 64 KiB Windows allocation
granule no longer collide and fail.
- TryBackFixedRange routes free/reserved gaps through the same
granule-safe path, fixing strays that stranded the rest of a granule.
- NORMAL pthread mutex self-relock reverted to real EDEADLK instead of
silent compatibility recursion, which was starving other threads.
- TryResolveMutexState now checks the handle-keyed lookup before
falling through to "not found" on a fresh, never-cached address.
On GFX10 a colour clear is not a packet. The driver programs
CB_COLORn_CLEAR_WORD0/1 and draws a covering quad which the colour block
turns into DCC clear codes, discarding whatever the pixel shader
exported. We executed that quad as an ordinary draw, so the shaded output
landed in the surface instead of a clear.
That alone would be a wrong-pixels bug, but the blend those quads use
makes it compound. Every draw into the target blends src=ONE,
dst=ONE_MINUS_SRC_ALPHA, so alpha follows a <- a_src + a_dst*(1 - a_src),
whose fixed point is 1. A guest colour attachment is cleared once on
first use and loaded on every pass after, so nothing ever resets it and
the channel climbs until it saturates. Where such a surface is a
compositing layer, the final image is ui.rgb + scene.rgb*(1 - ui.a) and a
saturated alpha multiplies the scene away entirely - the scene renders
correctly the whole time and is then masked to black.
Recognise the clear and perform it: the attachment is reset and the quad
is dropped, which reproduces the observable effect without modelling DCC
block state. The reset drops the image's Initialized flag so the next
render pass clears via AttachmentLoadOp.Clear, rather than enqueuing a
CmdClearColorImage - the latter lands outside the following render pass,
and a target cleared that way was still observed reading back its
previous contents.
Restricted to clear-to-zero: the reset clears to zero, so a nonzero
CLEAR_WORD would be cleared to the wrong colour and is left to be drawn.
Zero is zero under every encoding the register pair can carry, so the
test needs no format handling.
The clip-space span test is load-bearing rather than defensive. Fills
sharing the vertex count, topology and blend outnumber the clears by two
orders of magnitude and sit well outside the frame; treating those as
clears erases the UI and blanks video surfaces.
Three defects found while bringing up a PS5 title. None are title-specific.
SPI_SHADER_PGM_LO_GS / HI_GS were 0x8A/0x8B, which are actually
SPI_SHADER_PGM_RSRC1/RSRC2_GS. Reading them as an address produced a
58-bit value (observed live: 0x30004622C008300). The correct offsets are
0x88/0x89, consistent with SPI_SHADER_PGM_CHKSUM_GS = 0x80 and
SPI_SHADER_PGM_LO_ES = 0xC8 already in the table.
Draw translation dropped any RECT_LIST draw whose vertex program exported
no parameters while the pixel shader had interpolated inputs. A
disposition census over a real run measured this deleting ~620 of every
5000 draws (12%). Rect lists are what AMD drivers emit for clears, blits
and resolves, so the guard was deleting clears and leaving previous frame
contents on screen as trails. Rendering a draw whose interpolants are
undefined is strictly better than deleting it.
sceAgcDcbDrawIndexIndirectMultiGetSize was unimplemented while
sceAgcDcbDrawIndexIndirectMulti emits an eight-dword packet. A title that
sizes its command buffer from the missing export under-reserves by three
dwords. NID derived with Ps5Nid.Compute, which reproduces the committed
NIDs of the neighbouring exports.
Tests: AgcContextRegisterTests and AgcShaderStageRegisterTests drive real
PM4 packets through sceAgcDriverSubmitDcb and assert what the parser
retained for the context and SH register dictionaries, via two new
internal accessors; neither dictionary had any test surface, which is why
register questions previously cost five-minute game runs.
* AGC: retain active label producer records
Ported from the archived silent-hill-minimal branch (274ccfdf).
RegisterLabelProducer bounded its history with RemoveRange(0, 1024) once it
reached 4096 entries, which evicts the oldest records regardless of whether
their label write has completed. Those records are not a diagnostic cache:
a suspended DCB resolves its wait_reg_mem by finding the producer that will
write the watched label. Dropping an active record hides an earlier
same-submission label write, so a legitimate in-stream fence suspends
forever and the graphics queue stops.
Compact only completed history, and let the list exceed the soft bound when
every record is still active — correctness over a diagnostic limit.
Two hardening changes over the ported version, because a suspended queue is
exactly when every record is active:
- compaction is a single order-preserving pass instead of repeated RemoveAt,
which would shift the tail per eviction (quadratic) while the label gate is
held;
- when a pass frees nothing the bound is raised to twice the current count, so
registration does not rescan the whole list on every subsequent add, and it
is reset once compaction can make progress again.
Tests: 664 pass, 0 fail (SharpEmu.Libs.Tests 598 -> 600).
* AGC: keep produced label values a suspended wait still needs
GpuWaitRegistry.RecordProduced dropped the entire produced-value table once it
reached 8192 entries:
if (_lastProduced.Count >= 8192) { _lastProduced.Clear(); }
Those entries are release state, not a cache. CollectDeadlockBroken is the only
way out for a DCB suspended on a WAIT_REG_MEM whose label the guest has since
recycled for other data: it replays the value a real producer already wrote to
that label. Clearing the table wholesale erases exactly the records live waiters
depend on, so every such waiter is stranded permanently — the suspended graphics
queue never resumes, and with it the render thread and the whole engine thread
graph park.
That is what Silent Hill (PPSA10112) hits. Its final unsatisfied waits watch
labels holding guest allocator metadata (each reads a pointer into its own
region rather than the expected 1), i.e. recycled memory, which is precisely
the case the deadlock breaker exists to handle — yet agc.deadlock_break fires 0
times across a run with 490 wait suspensions and 1068 successful release_mem
writes, because the producing values had already been cleared.
Prune only values no registered waiter is watching, and let the table exceed the
soft bound while they are all watched. Same reasoning as the label-producer
history in the preceding commit: correctness of synchronization state takes
precedence over a diagnostic bound.
Tests: 666 pass, 0 fail. The regression test fails against the previous
wholesale Clear() and passes with the prune, verified by reverting the fix.
* AGC: report release-label writes that never reach guest memory
Both release_mem handlers recorded the produced label value only on success:
if (wroteData && dataSelection is 1 or 2) GpuWaitRegistry.RecordProduced(...)
with no else. A failed write is not benign here. That packet is the producer a
suspended WAIT_REG_MEM is waiting for, so when it fails the label is neither
written nor recorded, CollectDeadlockBroken has no value to replay, and the
graphics queue stays suspended forever — the render thread and the engine
thread graph park behind it with nothing in the log to say why.
Measured on Silent Hill (PPSA10112): the fatal AccessViolation lands exactly
here, on the presenter thread, in ApplySubmittedReleaseMem's label write into a
protected guest page. The faulting variant kills the process; the
returns-false variant wedges the GPU silently. Only the first was ever visible.
Report the failure (rate-limited: first 16, then powers of two) instead of
dropping it. This does not fix the underlying write failure — it makes a
permanently suspended queue diagnosable rather than silent.
Tests: 666 pass, 0 fail.
* VideoOut: track guest-flip FPS and label load/stall gaps
Headline FPS follows VideoOut submit cadence rather than host presents, and long gaps show LOAD/STALL instead of a stale multi-second MS average.
* Metal: skip waitUntilCompleted when the command buffer is already Completed
Tiny write-back batches often finish before the wait; checking status avoids redundant ordered-queue round-trips.
* Metal: opt-in long-edge drawable cap via SHARPEMU_METAL_CAP_DRAWABLE
Default presentation resolution is unchanged; set SHARPEMU_METAL_CAP_DRAWABLE=1 to cap the drawable long edge at 1920.
* Pad: implement scePadGetTriggerEffectState under its own NID
NID znaWI0gpuo8 was mapped to sceUserServiceGetUserName as a "title-captured
alias". It is not that symbol. Recomputing the NID of every catalogued name
(base64 of the reversed first eight sha1 bytes of name+salt) resolves
znaWI0gpuo8 to scePadGetTriggerEffectState, and sceUserServiceGetUserName
hashes to 1xxcMiGu2fo instead. Auditing all 1087 export declarations the same
way found this to be the only NID whose declared name is wrong.
The consequence was not a missing export but a wrong one: the user-service
handler rejected the pad's arguments and returned
SCE_USER_SERVICE_ERROR_INVALID_PARAMETER about eighteen thousand times per
run in PPSA10112, so every poll fell back to a cached button bitmask. It
also hid the calls from every search for pad activity, which is why this
title was believed never to touch scePad at all.
The state size is taken from the caller's own frame rather than assumed: the
guest points the out-param at rbp-0x30 and stores its stack cookie at
rbp-0x28, leaving eight bytes for the state. Writing the sixteen the frame
superficially suggests would land on the cookie and fail the guest's stack
check - the same failure this codebase has already hit three times from
oversized HLE writes - so the test pins the size by asserting the cookie
survives.
No host pad exposes DualSense adaptive-trigger feedback, so the neutral
all-zero state is reported as success, which lets the caller take its normal
path instead of the fallback.
* Apply SDWA ABS/NEG as float sign-bit, not integer, modifiers
SDWA's ABS and NEG source modifiers are floating-point sign-bit
operations on GCN: ABS clears the sign bit, NEG flips it. We applied
them as integer operations instead - SAbs, and a two's-complement
negate of the raw bit pattern. That turns 1.0 into -4.0 and -3.0 into
1.5.
UE4 compiles the final line of DrawRectangle, OutPosition.xy *=
float2(1,-1), into a single V_MOV_B32 with SDWA NEG, so every UE
fullscreen pass had its clip-space Y silently skewed. The canonical
fullscreen triangle (1,-1) (-3,-1) (1,3) became (1,-4) (-3,-4) (1,1.5),
which covers 6/11 of the viewport instead of all of it.
That reproduces the measured defect exactly, on four independent
quantities: hypotenuse slope 8/11, crossings of y=+1 and y=-1 at
x=+7/11 and x=-9/11, and covered area 6/11 = 54.55% of the 2304x1296
viewport. It also explains why the edge was resolution-independent and
identical across six unrelated shaders - it is the same instruction in
every one of them.
The distinguishing evidence is the transform's fixed point. A wrong
scale would hold NDC -1 in x and +1 in y; the observed transform holds
the opposite corner in both. Independently, and using only the measured
line rather than any assumed vertex position: a wrong multiplier alone
leaves a residual of -18 whatever the multiplier, and a wrong addend
alone forces slope 1, not 8/11. Both terms had to be wrong at once,
which only a Y-only sign-bit corruption produces.
Float instructions are unaffected: GetFloatSource passes
applySdwaIntegerModifiers: false and applies its own modifiers, so this
path only ever fed raw-source reads - where the hardware behaviour is
the sign-bit one regardless of the opcode being a bit-move.
The sign bit is selected by the SDWA source-select width so a 16-bit
select flips bit 15 rather than bit 31.
Verified: emitted SPIR-V for the same shader changes from
OpISub %uint %uint_0 %2147 to OpBitwiseXor %uint %2147 %uint_2147483648;
25-program synthetic conformance gate passes; 805 tests green; three
100-110s live runs with no crashes and no new shader failures. The
end-to-end pixel re-measurement is NOT yet closed - see task #26.
* gpu: size single-channel 16-bit and two-channel 8-bit formats
GetFormatCompatibilityClass listed only R16Sfloat in the 16-bit class, so
GetVulkanImageByteCount computed zero bytes for R16Unorm, R16SNorm, R16Uint,
R16Sint and the R8G8 family. UploadGuestImageInitialData treats a zero
expected size as an incompatible upload and drops it, which leaves the
texture blank for the rest of the run rather than failing loudly.
Silent Hill uploads R16Unorm at 144x81, 240x135, 256x256, 512x512 and
1024x1024, and every one was rejected: the guest supplied exactly
width*height*2 bytes each time (23328 for 144x81) against an expected zero.
Also adds R8SNorm to the 8-bit class, which was missing for the same reason.
* Vulkan: enable textureCompressionBC when the device supports it
Guest BC1–BC7 textures can be sampled directly when the feature is available; warn when it is not.
* Share one guest image across sRGB/UNORM aliases
Ported from origin/fix/view-compatible-guest-images 7fb8fdf.
Rendering as sRGB and ImageLoad/Store-ing as UNORM at the same guest
address are the same surface accessed through different number formats.
Recreating the guest image per number format ping-pongs content between
two VkImages and loses the rendered pixels on every transition; the
mutable-format image now accepts the counterpart identity and serves it
through alias views. The commit names AvPlayer movie copies as the
pattern that needs this.
Adapted for this base: GetOrCreateGuestImage has since grown resolution
scaling and 3D/array support, so the alias accept is folded into the
current predicate (LogicalWidth/LogicalHeight/LogicalDepth/Type) rather
than the old Width/Height pair, and the storage-counterpart widening is
placed before the physical-dimension computation. The helper functions it
relies on (GetStorageImageFormat, IsCompatibleViewFormat) already existed.
* fix(gpu): one vertex attribute per guest stream view
The scalar evaluator gave every buffer_load_format instruction its own
attribute location. Two things multiply those: the CFG walk visits one
instruction on several paths, and an uber vertex shader fetches the same
stream from every material branch. UE's larger shaders reached 56 bindings
from 8 distinct views, and one reached 701 from 5.
Metal caps a vertex function at 31 attributes, so MoltenVK failed the MSL
compile with "'attribute' attribute parameter is out of bounds" and the
surrounding vkCreateGraphicsPipelines returned ErrorInitializationFailed.
Every draw using those pipelines was dropped, which is why Silent Hill:
The Short Message rendered a black scene. The vertex buffer count drove
Metal's buffer indices out of range too, giving the companion
"cannot reserve 'buffer' resource location at index 0" failures.
Key attributes by the guest stream view they read - absolute element
address, record stride and format - and alias every other fetch that
resolves to the same view onto that binding, so both translators map
those instruction PCs to one input variable. On PPSA10112 this takes the
worst shader from 56 attributes to 8 and pipeline failures from 840 to 0.
* AGC: deliver compute-queue completion events at the queue fence
sceAgcDriverSubmitAcb submissions never produced a completion interrupt.
NotifySubmittedDcbCompleted returned early for anything that was not the
graphics queue, so an ACB reaching its ordered-queue fence published
nothing. UE 4.27's dynamic-resolution GPU-timing heuristic parks the game
thread on exactly that interrupt, so the render side never advanced and
Silent Hill: The Short Message deadlocked after its first frame.
Give every queue a CompletionEventId: 0 for graphics (what it already
published) and the owner handle from sceAgcDriverSubmitAcb rdi for a
compute queue, which is the same value the guest passes to
sceAgcDriverAddEqEvent. Publish under that ident from the existing fence
point, which both PumpSubmittedQueue and ResumeSuspendedDcb already reach
only after the submission is fully parsed.
Delivery is synchronous on the ordered guest-action queue rather than on a
ThreadPool hop with a sleep. That action runs after the logical queue has
flushed and waited for its latest fence, which is the moment hardware
would raise end-of-pipe. Deferring past it can only make the interrupt
late and reorder it against registration changes.
Gating: the per-queue completion event is unconditional, because
completion interrupts do fire on real hardware and because delivery is
registration-gated -- TriggerRegisteredEvents only queues onto equeues
that registered this exact (ident, graphics filter) pair, and
sceAgcDriverAddEqEvent is the only producer of graphics registrations. A
title that never registers its ACB owner handle observes no change.
SHARPEMU_AGC_SUBMIT_COMPLETION_EVENT is left to gate only the broad
ident-ignoring fan-out (TriggerRegisteredEventsDistinct), which is a
compatibility guess rather than hardware behavior; it also stays scoped to
the graphics queue where it was measured, so enabling the flag does not
newly fan out across compute queues.
* fix(gpu): reflect guest CPU writes into large and render-target-aliased images
Ports the still-applicable half of the archived fork's stale-texture fix
(a42ccae) onto current main. Silent Hill: The Short Message (PPSA10112)
shows both faces: black title-screen UI (glyph atlas frozen at its first
upload) and stale/garbage rows on the brightness screen (a 3840x2160 UI
sheet whose backing bytes were never re-read).
1. Write tracking is armed under a byte budget, not a resolution cap.
GetOrCreateGuestImage armed GuestImageWriteTracker only when
target.Width <= 1920 && target.Height <= 1080. Silent Hill renders at
3840x2160, so every one of its render targets was excluded from
CPU-write tracking and no guest rewrite of one could ever invalidate
it: SyncCpuWrittenGuestImages (the flip / ACQUIRE_MEM re-upload path)
only ever visits ranges the tracker armed.
The cap presumably existed as a perf guard, but resolution is the
wrong proxy for the cost. Arming is one mprotect over the range, and
the fault handler unprotects the whole range on the first store, so a
write burst costs one fault regardless of size. What actually scales
with the surface is the dirty re-upload: one byte[byteCount]
allocation plus a full guest-memory read per dirty flip. So the guard
is now a byte budget, set equal to the 128 MiB limit that
SyncCpuWrittenGuestImages itself enforces before re-uploading. Above
that, arming can only cost faults; it can never produce a re-upload.
That is generous for 4K (RGBA8 32 MiB, RGBA16F 63 MiB, RGBA32F
127 MiB all fit) while still excluding volume textures that a
resolution cap could not see at all (512^3 RGBA8 is 512 MiB behind a
"512x512" surface).
Both sites now also arm the exact extent recorded in
_guestImageExtents (GetTextureByteCount) instead of
Width*Height*depth*GetTextureBytesPerPixel, so the armed range and
the range the sync path reads back are the same bytes; the old
expression over-counted block-compressed and unknown formats.
2. The CPU-texture refresh path no longer gates on IsCpuBacked alone.
TryCreateCpuTextureRefreshResource bailed on !guestImage.IsCpuBacked.
That flag is a latch: it flips false the first time an address is
used as a render target and never flips back. A surface that was
rendered into once and is afterwards rewritten by the guest CPU was
therefore frozen at its last GPU content forever, even when the parse
thread had already shipped fresh texels for it.
The gate is replaced by ShouldRefreshGuestImageFromCpu: CPU-backed,
or the parse-time write generation is above zero and differs from the
generation recorded by the last upload. Keeping the positive-
generation requirement preserves the pure GPU-feedback case (render
into an image, then sample it) that IsCpuBacked used to protect: such
a surface is now tracked (change 1) but never CPU-written, so its
generation stays zero and its live image is left alone. This matters
more than it did in the fork, precisely because change 1 arms
tracking on far more render targets. Dropping the gate outright, as
the fork did, would let a target sampled under a format tag that the
availability map does not match be overwritten once with whatever
sits in guest memory.
The existing content fingerprint still suppresses redundant uploads,
and MarkSampledImagesInitialized records the uploaded generation, so
a rewritten surface re-uploads exactly once per guest write burst.
Not ported: the fork's third part added a PeekDirty guard to the
parse-time snapshot fast path in AgcExports. It is superseded. That path
now calls IsGuestImageUploadKnown, which already compares
_cpuBackedUploadGenerations against the tracker's write generation - a
monotonic value that survives another owner consuming the dirty flag,
unlike PeekDirty, which both EvictDirtyCachedTextures and
SyncCpuWrittenGuestImages clear. Guest images with no generation entry
are covered instead by SyncCpuWrittenGuestImages. Adding a non-consuming
PeekDirty there would also make every draw between a CPU write and the
next flip fall through to a full texel re-read of the surface (33 MiB
for a 4K sheet), since Track re-arms without clearing the dirty flag.
The fork's promotion-path Track ("vulkan.cpu-backed-image") is likewise
superseded: AgcExports already arms every sampled texture's backing
extent as "agc.decoded-texture" before reading its texels.
Both decisions are extracted as pure internal predicates so they can be
unit-tested; the Vulkan device code around them needs a real device.
* Kernel: correct equeue event delivery and waiter lifetime
Ports the event-queue rework from the archived silent-hill-minimal branch
(968e9606, 9e3abb12, 2be9cfbf, f157a115) onto current upstream. The equeue
implementation had not been touched upstream since that branch forked, so
none of it had landed.
Behaviour fixed:
- Per-waiter event reservation. A blocked waiter used to wake on "the queue
has any pending event" (TryWake => HasPendingEvents) and then re-read the
queue on resume, so a woken waiter could find the event already drained by
another waiter and park again with the wake consumed. Events are now
reserved to the waiter they are delivered to.
- Level-triggered events are preserved instead of being cleared by an
unrelated read; only events that declare clear-on-read reset their trigger
state.
- Queued interrupts are bound to the registration generation that produced
them, so an event registered after a queue was reused cannot consume an
interrupt raised for the previous registration.
- Deleting an equeue now terminates its waiters instead of leaving them
blocked on a handle that no longer resolves.
- sceKernelTriggerUserEvent stores its third argument in the event's udata
(0x18) rather than its data word (0x10). The guest reads it back with
sceKernelGetEventUserData, which loads 0x18, so every triggered user event
previously read back as 0. This matches the reference behaviour in shadPS4,
where TriggerEvent takes udata and sceKernelGetEventUserData returns
ev->udata. The upstream test asserting the data word is updated, since it
encoded the inconsistency rather than the ABI.
KernelPthreadState gains TryGetCurrentThreadIdentity and a new
KernelSyncTraceFormatter carries the shared, opt-in diagnostic formatting the
ported code calls; both are gated behind the existing trace flag and do no
work when it is off.
Tests: 662 pass, 0 fail (SharpEmu.Libs.Tests 588 -> 598).
* Implement VOP3 0x149 V_BFE_I32 and 0x36A V_CVT_PKRTZ_F16_F32
PPSA10112 dropped three shaders per run on two unimplemented VOP3
opcodes. The translator fails a whole shader on an opcode it does not
know, so each one costs a dropped draw rather than wrong pixels.
0x149 sits between 0x148 V_BFE_U32 and 0x14A V_BFI_B32, and 0x36A
between 0x369 V_CVT_PKNORM_U16_F32 and 0x36D V_ADD3_U32; the
surrounding table entries already match the canonical map densely on
both sides of each gap. V_CVT_PKRTZ_F16_F32 needed no emitter - it was
already implemented for the VOP2 form at 0x2F and its VOP3 alias at
0x12F, and only the VOP3-only opcode number was missing.
V_BFE_I32 mirrors its unsigned sibling, masking offset and width to 5
bits, and differs only in extracting through a signed type so the field
sign-extends. GCN defines width 0 as returning 0 where SPIR-V leaves a
zero Count unspecified; VBfeU32 has the same gap, so this matches it
deliberately rather than diverging - fix both together if it matters.
Also widen ReportGuestPointerSplit, which filtered to an incoming value
of exactly 1. The crash being hunted leaves 0x0000007000000000, whose
low dword is 0, so the one detector built to catch this bug class could
never have reported it.
Verified: unsupported-opcode errors 3-4 per run -> 0, over a 130s run
that survives to the same stage. Metal translator still lacks VBfeI32;
Vulkan/MoltenVK is the macOS path so it is a divergence, not a blocker.
* AGC: retain active label producer records
Ported from the archived silent-hill-minimal branch (274ccfdf).
RegisterLabelProducer bounded its history with RemoveRange(0, 1024) once it
reached 4096 entries, which evicts the oldest records regardless of whether
their label write has completed. Those records are not a diagnostic cache:
a suspended DCB resolves its wait_reg_mem by finding the producer that will
write the watched label. Dropping an active record hides an earlier
same-submission label write, so a legitimate in-stream fence suspends
forever and the graphics queue stops.
Compact only completed history, and let the list exceed the soft bound when
every record is still active — correctness over a diagnostic limit.
Two hardening changes over the ported version, because a suspended queue is
exactly when every record is active:
- compaction is a single order-preserving pass instead of repeated RemoveAt,
which would shift the tail per eviction (quadratic) while the label gate is
held;
- when a pass frees nothing the bound is raised to twice the current count, so
registration does not rescan the whole list on every subsequent add, and it
is reset once compaction can make progress again.
Tests: 664 pass, 0 fail (SharpEmu.Libs.Tests 598 -> 600).
* AGC: keep produced label values a suspended wait still needs
GpuWaitRegistry.RecordProduced dropped the entire produced-value table once it
reached 8192 entries:
if (_lastProduced.Count >= 8192) { _lastProduced.Clear(); }
Those entries are release state, not a cache. CollectDeadlockBroken is the only
way out for a DCB suspended on a WAIT_REG_MEM whose label the guest has since
recycled for other data: it replays the value a real producer already wrote to
that label. Clearing the table wholesale erases exactly the records live waiters
depend on, so every such waiter is stranded permanently — the suspended graphics
queue never resumes, and with it the render thread and the whole engine thread
graph park.
That is what Silent Hill (PPSA10112) hits. Its final unsatisfied waits watch
labels holding guest allocator metadata (each reads a pointer into its own
region rather than the expected 1), i.e. recycled memory, which is precisely
the case the deadlock breaker exists to handle — yet agc.deadlock_break fires 0
times across a run with 490 wait suspensions and 1068 successful release_mem
writes, because the producing values had already been cleared.
Prune only values no registered waiter is watching, and let the table exceed the
soft bound while they are all watched. Same reasoning as the label-producer
history in the preceding commit: correctness of synchronization state takes
precedence over a diagnostic bound.
Tests: 666 pass, 0 fail. The regression test fails against the previous
wholesale Clear() and passes with the prune, verified by reverting the fix.
* Correct VOP3 0x36A: V_CVT_PK_U16_U32, not V_CVT_PKRTZ_F16_F32
a2d186e mapped 0x36A to V_CVT_PKRTZ_F16_F32 on the strength of a gap in
our own opcode table. That was wrong, and wrong in the worst available
way: an emitter for V_CVT_PKRTZ_F16_F32 already existed, so instead of
failing loudly like an unknown opcode, the mapping would have emitted
float-pack semantics for an integer-pack instruction and produced
silently incorrect results.
LLVM is unambiguous:
defm V_CVT_PK_U16_U32 : VOP3Only_Real_gfx10<0x36a>;
defm V_CVT_PKRTZ_F16_F32 : VOP2_Real_gfx6_gfx7_gfx10<0x02f>;
so on Gen5 the float pack is VOP2 0x2F with VOP3 alias 0x12F - both of
which our table already had - and there is no VOP3-only encoding of it
to add. 0x36A sits with the other integer/normalised pack conversions
at 0x368/0x369/0x36B.
silent-hill-minimal-rebased had this right all along.
The V_BFE_I32 half of a2d186e stands: LLVM confirms 0x149, and that
branch maps it identically.
Lesson, since I had just warned someone else about exactly this: a gap
in a table is evidence about numbering, not about identity. Inference
from neighbouring entries is fine for narrowing candidates and worth
nothing as a conclusion - especially when a plausible emitter already
exists to swallow the mistake quietly.
* AGC: report release-label writes that never reach guest memory
Both release_mem handlers recorded the produced label value only on success:
if (wroteData && dataSelection is 1 or 2) GpuWaitRegistry.RecordProduced(...)
with no else. A failed write is not benign here. That packet is the producer a
suspended WAIT_REG_MEM is waiting for, so when it fails the label is neither
written nor recorded, CollectDeadlockBroken has no value to replay, and the
graphics queue stays suspended forever — the render thread and the engine
thread graph park behind it with nothing in the log to say why.
Measured on Silent Hill (PPSA10112): the fatal AccessViolation lands exactly
here, on the presenter thread, in ApplySubmittedReleaseMem's label write into a
protected guest page. The faulting variant kills the process; the
returns-false variant wedges the GPU silently. Only the first was ever visible.
Report the failure (rate-limited: first 16, then powers of two) instead of
dropping it. This does not fix the underlying write failure — it makes a
permanently suspended queue diagnosable rather than silent.
Tests: 666 pass, 0 fail.
* CPU: gate periodic import logs and fast-path memcpy/memmove leaves
SHARPEMU_LOG_IMPORT_PERIODIC=1 re-enables periodic Import# tracing. memcpy/memmove use a thin TryCopy leaf that skips register marshalling.
* Ampr: cooked-id index preload and host FD LRU cache
Preload the app0 APR index during bind and bound the open host-file cache so streaming reads stay responsive under large title archives.
* Vulkan: abandon timed-out guest fences without blocking later frames
Move fence-timeout submissions out of the blocking queue, keep GPU objects alive until the fence signals, and retire them from an abandoned list so one hung dispatch cannot re-block capacity waits.
* AGC: follow command-buffer branches across arena switches
Implement sceAgcCbBranch and walk INDIRECT_BUFFER so submissions that continue in a linked buffer keep their flip and end-of-frame labels.
Move fence-timeout submissions out of the blocking queue, keep GPU objects alive until the fence signals, and retire them from an abandoned list so one hung dispatch cannot re-block capacity waits.
Ports the event-queue rework from the archived silent-hill-minimal branch
(968e9606, 9e3abb12, 2be9cfbf, f157a115) onto current upstream. The equeue
implementation had not been touched upstream since that branch forked, so
none of it had landed.
Behaviour fixed:
- Per-waiter event reservation. A blocked waiter used to wake on "the queue
has any pending event" (TryWake => HasPendingEvents) and then re-read the
queue on resume, so a woken waiter could find the event already drained by
another waiter and park again with the wake consumed. Events are now
reserved to the waiter they are delivered to.
- Level-triggered events are preserved instead of being cleared by an
unrelated read; only events that declare clear-on-read reset their trigger
state.
- Queued interrupts are bound to the registration generation that produced
them, so an event registered after a queue was reused cannot consume an
interrupt raised for the previous registration.
- Deleting an equeue now terminates its waiters instead of leaving them
blocked on a handle that no longer resolves.
- sceKernelTriggerUserEvent stores its third argument in the event's udata
(0x18) rather than its data word (0x10). The guest reads it back with
sceKernelGetEventUserData, which loads 0x18, so every triggered user event
previously read back as 0. This matches the reference behaviour in shadPS4,
where TriggerEvent takes udata and sceKernelGetEventUserData returns
ev->udata. The upstream test asserting the data word is updated, since it
encoded the inconsistency rather than the ABI.
KernelPthreadState gains TryGetCurrentThreadIdentity and a new
KernelSyncTraceFormatter carries the shared, opt-in diagnostic formatting the
ported code calls; both are gated behind the existing trace flag and do no
work when it is off.
Tests: 662 pass, 0 fail (SharpEmu.Libs.Tests 588 -> 598).
Ports the still-applicable half of the archived fork's stale-texture fix
(a42ccae) onto current main. Silent Hill: The Short Message (PPSA10112)
shows both faces: black title-screen UI (glyph atlas frozen at its first
upload) and stale/garbage rows on the brightness screen (a 3840x2160 UI
sheet whose backing bytes were never re-read).
1. Write tracking is armed under a byte budget, not a resolution cap.
GetOrCreateGuestImage armed GuestImageWriteTracker only when
target.Width <= 1920 && target.Height <= 1080. Silent Hill renders at
3840x2160, so every one of its render targets was excluded from
CPU-write tracking and no guest rewrite of one could ever invalidate
it: SyncCpuWrittenGuestImages (the flip / ACQUIRE_MEM re-upload path)
only ever visits ranges the tracker armed.
The cap presumably existed as a perf guard, but resolution is the
wrong proxy for the cost. Arming is one mprotect over the range, and
the fault handler unprotects the whole range on the first store, so a
write burst costs one fault regardless of size. What actually scales
with the surface is the dirty re-upload: one byte[byteCount]
allocation plus a full guest-memory read per dirty flip. So the guard
is now a byte budget, set equal to the 128 MiB limit that
SyncCpuWrittenGuestImages itself enforces before re-uploading. Above
that, arming can only cost faults; it can never produce a re-upload.
That is generous for 4K (RGBA8 32 MiB, RGBA16F 63 MiB, RGBA32F
127 MiB all fit) while still excluding volume textures that a
resolution cap could not see at all (512^3 RGBA8 is 512 MiB behind a
"512x512" surface).
Both sites now also arm the exact extent recorded in
_guestImageExtents (GetTextureByteCount) instead of
Width*Height*depth*GetTextureBytesPerPixel, so the armed range and
the range the sync path reads back are the same bytes; the old
expression over-counted block-compressed and unknown formats.
2. The CPU-texture refresh path no longer gates on IsCpuBacked alone.
TryCreateCpuTextureRefreshResource bailed on !guestImage.IsCpuBacked.
That flag is a latch: it flips false the first time an address is
used as a render target and never flips back. A surface that was
rendered into once and is afterwards rewritten by the guest CPU was
therefore frozen at its last GPU content forever, even when the parse
thread had already shipped fresh texels for it.
The gate is replaced by ShouldRefreshGuestImageFromCpu: CPU-backed,
or the parse-time write generation is above zero and differs from the
generation recorded by the last upload. Keeping the positive-
generation requirement preserves the pure GPU-feedback case (render
into an image, then sample it) that IsCpuBacked used to protect: such
a surface is now tracked (change 1) but never CPU-written, so its
generation stays zero and its live image is left alone. This matters
more than it did in the fork, precisely because change 1 arms
tracking on far more render targets. Dropping the gate outright, as
the fork did, would let a target sampled under a format tag that the
availability map does not match be overwritten once with whatever
sits in guest memory.
The existing content fingerprint still suppresses redundant uploads,
and MarkSampledImagesInitialized records the uploaded generation, so
a rewritten surface re-uploads exactly once per guest write burst.
Not ported: the fork's third part added a PeekDirty guard to the
parse-time snapshot fast path in AgcExports. It is superseded. That path
now calls IsGuestImageUploadKnown, which already compares
_cpuBackedUploadGenerations against the tracker's write generation - a
monotonic value that survives another owner consuming the dirty flag,
unlike PeekDirty, which both EvictDirtyCachedTextures and
SyncCpuWrittenGuestImages clear. Guest images with no generation entry
are covered instead by SyncCpuWrittenGuestImages. Adding a non-consuming
PeekDirty there would also make every draw between a CPU write and the
next flip fall through to a full texel re-read of the surface (33 MiB
for a 4K sheet), since Track re-arms without clearing the dirty flag.
The fork's promotion-path Track ("vulkan.cpu-backed-image") is likewise
superseded: AgcExports already arms every sampled texture's backing
extent as "agc.decoded-texture" before reading its texels.
Both decisions are extracted as pure internal predicates so they can be
unit-tested; the Vulkan device code around them needs a real device.
sceAgcDriverSubmitAcb submissions never produced a completion interrupt.
NotifySubmittedDcbCompleted returned early for anything that was not the
graphics queue, so an ACB reaching its ordered-queue fence published
nothing. UE 4.27's dynamic-resolution GPU-timing heuristic parks the game
thread on exactly that interrupt, so the render side never advanced and
Silent Hill: The Short Message deadlocked after its first frame.
Give every queue a CompletionEventId: 0 for graphics (what it already
published) and the owner handle from sceAgcDriverSubmitAcb rdi for a
compute queue, which is the same value the guest passes to
sceAgcDriverAddEqEvent. Publish under that ident from the existing fence
point, which both PumpSubmittedQueue and ResumeSuspendedDcb already reach
only after the submission is fully parsed.
Delivery is synchronous on the ordered guest-action queue rather than on a
ThreadPool hop with a sleep. That action runs after the logical queue has
flushed and waited for its latest fence, which is the moment hardware
would raise end-of-pipe. Deferring past it can only make the interrupt
late and reorder it against registration changes.
Gating: the per-queue completion event is unconditional, because
completion interrupts do fire on real hardware and because delivery is
registration-gated -- TriggerRegisteredEvents only queues onto equeues
that registered this exact (ident, graphics filter) pair, and
sceAgcDriverAddEqEvent is the only producer of graphics registrations. A
title that never registers its ACB owner handle observes no change.
SHARPEMU_AGC_SUBMIT_COMPLETION_EVENT is left to gate only the broad
ident-ignoring fan-out (TriggerRegisteredEventsDistinct), which is a
compatibility guess rather than hardware behavior; it also stays scoped to
the graphics queue where it was measured, so enabling the flag does not
newly fan out across compute queues.
The scalar evaluator gave every buffer_load_format instruction its own
attribute location. Two things multiply those: the CFG walk visits one
instruction on several paths, and an uber vertex shader fetches the same
stream from every material branch. UE's larger shaders reached 56 bindings
from 8 distinct views, and one reached 701 from 5.
Metal caps a vertex function at 31 attributes, so MoltenVK failed the MSL
compile with "'attribute' attribute parameter is out of bounds" and the
surrounding vkCreateGraphicsPipelines returned ErrorInitializationFailed.
Every draw using those pipelines was dropped, which is why Silent Hill:
The Short Message rendered a black scene. The vertex buffer count drove
Metal's buffer indices out of range too, giving the companion
"cannot reserve 'buffer' resource location at index 0" failures.
Key attributes by the guest stream view they read - absolute element
address, record stride and format - and alias every other fetch that
resolves to the same view onto that binding, so both translators map
those instruction PCs to one input variable. On PPSA10112 this takes the
worst shader from 56 attributes to 8 and pipeline failures from 840 to 0.
Ported from origin/fix/view-compatible-guest-images 7fb8fdf.
Rendering as sRGB and ImageLoad/Store-ing as UNORM at the same guest
address are the same surface accessed through different number formats.
Recreating the guest image per number format ping-pongs content between
two VkImages and loses the rendered pixels on every transition; the
mutable-format image now accepts the counterpart identity and serves it
through alias views. The commit names AvPlayer movie copies as the
pattern that needs this.
Adapted for this base: GetOrCreateGuestImage has since grown resolution
scaling and 3D/array support, so the alias accept is folded into the
current predicate (LogicalWidth/LogicalHeight/LogicalDepth/Type) rather
than the old Width/Height pair, and the storage-counterpart widening is
placed before the physical-dimension computation. The helper functions it
relies on (GetStorageImageFormat, IsCompatibleViewFormat) already existed.
GetFormatCompatibilityClass listed only R16Sfloat in the 16-bit class, so
GetVulkanImageByteCount computed zero bytes for R16Unorm, R16SNorm, R16Uint,
R16Sint and the R8G8 family. UploadGuestImageInitialData treats a zero
expected size as an incompatible upload and drops it, which leaves the
texture blank for the rest of the run rather than failing loudly.
Silent Hill uploads R16Unorm at 144x81, 240x135, 256x256, 512x512 and
1024x1024, and every one was rejected: the guest supplied exactly
width*height*2 bytes each time (23328 for 144x81) against an expected zero.
Also adds R8SNorm to the 8-bit class, which was missing for the same reason.
* Implement VOP3 0x149 V_BFE_I32 and 0x36A V_CVT_PKRTZ_F16_F32
PPSA10112 dropped three shaders per run on two unimplemented VOP3
opcodes. The translator fails a whole shader on an opcode it does not
know, so each one costs a dropped draw rather than wrong pixels.
0x149 sits between 0x148 V_BFE_U32 and 0x14A V_BFI_B32, and 0x36A
between 0x369 V_CVT_PKNORM_U16_F32 and 0x36D V_ADD3_U32; the
surrounding table entries already match the canonical map densely on
both sides of each gap. V_CVT_PKRTZ_F16_F32 needed no emitter - it was
already implemented for the VOP2 form at 0x2F and its VOP3 alias at
0x12F, and only the VOP3-only opcode number was missing.
V_BFE_I32 mirrors its unsigned sibling, masking offset and width to 5
bits, and differs only in extracting through a signed type so the field
sign-extends. GCN defines width 0 as returning 0 where SPIR-V leaves a
zero Count unspecified; VBfeU32 has the same gap, so this matches it
deliberately rather than diverging - fix both together if it matters.
Also widen ReportGuestPointerSplit, which filtered to an incoming value
of exactly 1. The crash being hunted leaves 0x0000007000000000, whose
low dword is 0, so the one detector built to catch this bug class could
never have reported it.
Verified: unsupported-opcode errors 3-4 per run -> 0, over a 130s run
that survives to the same stage. Metal translator still lacks VBfeI32;
Vulkan/MoltenVK is the macOS path so it is a divergence, not a blocker.
* Correct VOP3 0x36A: V_CVT_PK_U16_U32, not V_CVT_PKRTZ_F16_F32
a2d186e mapped 0x36A to V_CVT_PKRTZ_F16_F32 on the strength of a gap in
our own opcode table. That was wrong, and wrong in the worst available
way: an emitter for V_CVT_PKRTZ_F16_F32 already existed, so instead of
failing loudly like an unknown opcode, the mapping would have emitted
float-pack semantics for an integer-pack instruction and produced
silently incorrect results.
LLVM is unambiguous:
defm V_CVT_PK_U16_U32 : VOP3Only_Real_gfx10<0x36a>;
defm V_CVT_PKRTZ_F16_F32 : VOP2_Real_gfx6_gfx7_gfx10<0x02f>;
so on Gen5 the float pack is VOP2 0x2F with VOP3 alias 0x12F - both of
which our table already had - and there is no VOP3-only encoding of it
to add. 0x36A sits with the other integer/normalised pack conversions
at 0x368/0x369/0x36B.
silent-hill-minimal-rebased had this right all along.
The V_BFE_I32 half of a2d186e stands: LLVM confirms 0x149, and that
branch maps it identically.
Lesson, since I had just warned someone else about exactly this: a gap
in a table is evidence about numbering, not about identity. Inference
from neighbouring entries is fine for narrowing candidates and worth
nothing as a conclusion - especially when a plausible emitter already
exists to swallow the mistake quietly.
SDWA's ABS and NEG source modifiers are floating-point sign-bit
operations on GCN: ABS clears the sign bit, NEG flips it. We applied
them as integer operations instead - SAbs, and a two's-complement
negate of the raw bit pattern. That turns 1.0 into -4.0 and -3.0 into
1.5.
UE4 compiles the final line of DrawRectangle, OutPosition.xy *=
float2(1,-1), into a single V_MOV_B32 with SDWA NEG, so every UE
fullscreen pass had its clip-space Y silently skewed. The canonical
fullscreen triangle (1,-1) (-3,-1) (1,3) became (1,-4) (-3,-4) (1,1.5),
which covers 6/11 of the viewport instead of all of it.
That reproduces the measured defect exactly, on four independent
quantities: hypotenuse slope 8/11, crossings of y=+1 and y=-1 at
x=+7/11 and x=-9/11, and covered area 6/11 = 54.55% of the 2304x1296
viewport. It also explains why the edge was resolution-independent and
identical across six unrelated shaders - it is the same instruction in
every one of them.
The distinguishing evidence is the transform's fixed point. A wrong
scale would hold NDC -1 in x and +1 in y; the observed transform holds
the opposite corner in both. Independently, and using only the measured
line rather than any assumed vertex position: a wrong multiplier alone
leaves a residual of -18 whatever the multiplier, and a wrong addend
alone forces slope 1, not 8/11. Both terms had to be wrong at once,
which only a Y-only sign-bit corruption produces.
Float instructions are unaffected: GetFloatSource passes
applySdwaIntegerModifiers: false and applies its own modifiers, so this
path only ever fed raw-source reads - where the hardware behaviour is
the sign-bit one regardless of the opcode being a bit-move.
The sign bit is selected by the SDWA source-select width so a 16-bit
select flips bit 15 rather than bit 31.
Verified: emitted SPIR-V for the same shader changes from
OpISub %uint %uint_0 %2147 to OpBitwiseXor %uint %2147 %uint_2147483648;
25-program synthetic conformance gate passes; 805 tests green; three
100-110s live runs with no crashes and no new shader failures. The
end-to-end pixel re-measurement is NOT yet closed - see task #26.
NID znaWI0gpuo8 was mapped to sceUserServiceGetUserName as a "title-captured
alias". It is not that symbol. Recomputing the NID of every catalogued name
(base64 of the reversed first eight sha1 bytes of name+salt) resolves
znaWI0gpuo8 to scePadGetTriggerEffectState, and sceUserServiceGetUserName
hashes to 1xxcMiGu2fo instead. Auditing all 1087 export declarations the same
way found this to be the only NID whose declared name is wrong.
The consequence was not a missing export but a wrong one: the user-service
handler rejected the pad's arguments and returned
SCE_USER_SERVICE_ERROR_INVALID_PARAMETER about eighteen thousand times per
run in PPSA10112, so every poll fell back to a cached button bitmask. It
also hid the calls from every search for pad activity, which is why this
title was believed never to touch scePad at all.
The state size is taken from the caller's own frame rather than assumed: the
guest points the out-param at rbp-0x30 and stores its stack cookie at
rbp-0x28, leaving eight bytes for the state. Writing the sixteen the frame
superficially suggests would land on the cookie and fail the guest's stack
check - the same failure this codebase has already hit three times from
oversized HLE writes - so the test pins the size by asserting the cookie
survives.
No host pad exposes DualSense adaptive-trigger feedback, so the neutral
all-zero state is reported as success, which lets the caller take its normal
path instead of the fallback.
* [media] merge bink into shared ffmpeg bridge
* [avplayer] decode in process and fix stream info size
* [font] add glyph and teardown exports
* [build] bump ffmpeg runtime to 3b502d4
* [font] add glyph and teardown exports
* [build] bump ffmpeg runtime to 3b502d4
* [avplayer] decode in process
* [font] add glyph and teardown exports
* [build] bump ffmpeg runtime to 3b502d4
> **Official channels:** Only **sharpemu.app** and the links listed in this GitHub repository are affiliated with SharpEmu. Any other websites, accounts, or donation pages are unofficial and unauthorized.
> [!NOTE]
> SharpEmu supports Windows x64, Linux x64, and macOS x64. Apple Silicon Macs
> can run the macOS x64 build through Rosetta 2, and Windows on ARM devices
@ -43,32 +58,21 @@ Our goal is **not** to emulate PS4 games, as there is already an excellent emula
The emulator can currently load the `eboot.bin` of real games, execute native CPU instructions, and partially handle kernel-related functionality. However, several critical components are still missing.
Current capabilities include:
* Loading `eboot.bin` and `.elf` files
* Executing native CPU instructions
* Reading basic game metadata (title, version, etc.)
* Loading system modules (`prx` / `sys_module`)
* Partial support for some kernel functions
* `Fiber` and `AMPR` exports
* PlayGo scenarios
* Initial loading game files
* Shader/resource submits and AGC initial
* Video outputs in some games
Some games have reached like `sceVideoOut` and AGC stages.
The emulator can currently load the `eboot.bin` of real games, execute native CPU instructions, and partially handle gpu-related functionality. Included 3D games.
SharpEmu supports Windows, Linux, and macOS hosts. Video output uses Vulkan on
Windows and Linux, and MoltenVK on macOS. Platform support is still experimental,
@ -79,11 +83,12 @@ so compatibility and performance vary by game, operating system, and GPU driver.
Download the release archive for your operating system, extract it, and launch
SharpEmu with the path to a legally obtained game's `eboot.bin`.
SharpEmu supports environment variables that can be configured from the GUI. Undocumented variables are listed here: [docs/sharpemu-gui-undocumented-env-vars.md](docs/sharpemu-gui-undocumented-env-vars.md)
You can set them per game or globally in the GUI, or pass them directly through the CLI.
A Vulkan-capable GPU and current graphics driver are required. The macOS
release includes the MoltenVK Vulkan implementation.
`SHARPEMU_STRICT_COMPUTE` controls the rejections listed below for compute dispatches
and graphics draws. The existing variable name is retained; there is no separate
`SHARPEMU_STRICT_DRAW` switch. Restart the game after a change. The pipeline cache and
draw executor read the value when created.
- Unset or `1`: stop on the rejection so that the failure can be diagnosed (default).
- `0`: skip the affected dispatch or draw. Only this value enables skipping.
The GUI provides this switch under **Environment > Debug**, globally and per game.
It is on by default. Turning it off saves an explicit `0`; an inherited process
environment value does not override the GUI choice. Other values retain strict mode.
## Complete skip list
With the switch set to `0`, these are the only handled rejection categories:
| Rejection | Detection point | Operation skipped |
| --- | --- | --- |
| Resource-plan extraction throws `ResourcePlanException`, including an unsupported resource expression or a value graph that does not converge | `ShaderProgramCache.CreateEntry` | The dispatch or draw that needs the rejected shader |
| Shader compilation returns failure or no compiled program, including an unsupported opcode reported by the compiler | `ShaderProgramCache.CompilePermutation` | The dispatch or draw that needs the rejected shader |
| Indirect image candidates have incompatible image classes (`IncompatibleImageCandidates`) | `ResourceMaterializer.Materialize`, handled by `ShaderProgramCache` | The dispatch or draw that needs those resources |
| Indirect image expansion exceeds the dense image resource limit (`ImageCapacityExceeded`) | `ResourceMaterializer.Materialize`, handled by `ShaderProgramCache` | The dispatch or draw that needs those resources |
| A graphics texture's cached image type cannot support the requested view type, such as a 2D view of a 1D image | Vulkan `ValidateDrawImageTypes`, handled by `RenderExecutor.RecordDraw` | The whole indexed or automatic draw |
The last category applies to vertex and pixel resource preparation, not compute
image binding. It checks available, non-stale cache entries and excludes host movie
textures. A mismatch detected later in binding remains fatal.
The draw image-type check runs before resource binding and draw recording. Skip mode
does not create an invalid view or issue the rejected draw. The preparation scope is
released, and the caller resets the image bindings before the next operation.
## Failures that remain fatal
- Shader decoding failures and invalid shader source reads.
The list contains 269 variables. The source was examined on 2026-09-19, branch `dev`.
The descriptions come from the code that reads each variable. The emulator was not started for this list.
## How to use a variable
1. Set the variable in the shell before you start the emulator or the GUI.
2. You can also enter additional env vars using the button next to the "Play" button from GUI.
3. The GUI also accepts a variable in the `EnvironmentToggles` list of its settings file. Write `NAME` or `NAME=value`. An entry without a value gets the value `1`.
4. The emulator reads most variables one time, when it starts. Start the game again after a change.
5. If the **Value** column shows `1`, only the value `1` turns the function on, unless the row gives other values.
## Number of variables in each group
| Group | Variables |
| --- | --- |
| Behavior switches | 19 |
| GPU and Vulkan | 59 |
| Metal | 10 |
| Audio and video | 6 |
| Input | 5 |
| Memory and CPU | 19 |
| Loader | 11 |
| Debugger | 1 |
| Log channels | 72 |
| Traces | 25 |
| Data dumps | 12 |
| Performance measurement | 17 |
| Internal | 1 |
| Tests and tools | 12 |
## Behavior switches
These variables change how the emulator operates.
| Variable | Value | Function | Code that reads it |
| --- | --- | --- | --- |
| `SHARPEMU_AGC_VERSION13_DEFAULTS` | text (`legacy`, `generic` or `0`) | Selects the register defaults for AGC version 13 requests. The default uses the version 11 compact tables. The values `legacy`, `generic` and `0` use the older generic layout. | `AgcExports.Init.cs` |
| `SHARPEMU_DISABLE_LLE_LIBC` | `1` | Stops the use of the guest libc module for libc exports. The emulator then uses its HLE handlers for these exports. | `DirectExecutionBackend.cs` |
| `SHARPEMU_HLE_FAST_MEMCPY` | `0` | Set to `0` to stop the native fast-path stub for the guest libc `memcpy` and `memmove`, so those imports use the managed HLE gateway again. | `DirectExecutionBackend.FastPath.cs` |
| `SHARPEMU_HLE_FAST_PATH` | `0` | Set to `0` to stop the native fast-path stubs for `pthread_self` and `pthread_getspecific`, so those imports use the managed HLE gateway again. The stubs are on by default on macOS x64 and are off on any run that traces imports or pthreads. | `DirectExecutionBackend.FastPath.cs` |
| `SHARPEMU_HOLD_FIRST_FLIP_MS` | number | Stops the thread that submits the flip for this number of milliseconds on one guest flip. The range is 0 to 60000 and the default is 0 (off). `SHARPEMU_HOLD_FLIP_NUMBER` selects the flip. | `VideoOutExports.cs` |
| `SHARPEMU_HOLD_FLIP_NUMBER` | number | Selects the guest flip that `SHARPEMU_HOLD_FIRST_FLIP_MS` holds. The minimum is 1 and the default is 1 (the first flip). | `VideoOutExports.cs` |
| `SHARPEMU_IGNORE_GUEST_EXCEPTIONS` | `1` | `sceKernelRaiseException` returns OK and does not call the installed guest exception handler. Default is off. | `KernelExceptionCompatExports.cs` |
| `SHARPEMU_IMPORT_LOOP_GUARD_SECONDS` | number | When `SHARPEMU_DISABLE_IMPORT_LOOP_GUARD=0` enables the guard, sets how long an import call pattern can repeat before a guest exit. The default is 5 seconds; 0 turns the guard off. | `DirectExecutionBackend.Imports.cs`, `DirectExecutionBackend.cs` |
| `SHARPEMU_NET_REDIRECT` | IP address | Sends guest `connect` and `sendto` traffic to this host IP address. When unset, the emulator permits outbound guest traffic only to loopback addresses. If the value is not a valid IP address, the emulator keeps the original destination and permits the traffic. | `KernelSocketCompatExports.cs` |
| `SHARPEMU_NO_FLIP_PACING` | `1` | Stops flip pacing. The emulator completes each flip immediately and does not wait for the display refresh time. The default is off. | `VideoOutExports.cs`, `VideoOutExports.FlipRequests.cs` |
| `SHARPEMU_OVERLAY` | `0` | Hides the performance overlay at start, even when the video options have the overlay on. All other values use the video options. | `PerfOverlay.cs`, `PerformanceOverlayState.cs` |
| `SHARPEMU_POSIX_GPU_FAULT_FAST_PATH` | `0` | Set to `0` to stop the POSIX fault bridge from offering GPU-tracked page faults to the GPU memory tracker before it builds the Win64 exception context. The fault then takes the full handler order again. | `DirectExecutionBackend.PosixSignals.cs` |
| `SHARPEMU_RETAIN_SUBMITTED_INDEX_DATA` | `0` | The default is on. The emulator keeps a copy of submitted index data until the translated draws run. Set to `0` to stop this copy. Use `0` only for a comparison test. | `AgcExports.SubmittedGeometry.cs` |
| `SHARPEMU_RETAIN_SUBMITTED_VERTEX_DATA` | `0` | The default is on. The emulator keeps a copy of submitted vertex data until the translated draws run. Set to `0` to stop this copy. Use `0` only for a comparison test. | `AgcExports.SubmittedGeometry.cs` |
| `SHARPEMU_SAVEDATA_DIR` | path | Set the root directory for save data. The default is `user/savedata` next to the executable. When this variable is set, the emulator does not move save data from the old layout. | `SaveDataStorage.cs`, `SaveDataExports.cs` |
| `SHARPEMU_STALL_WATCHDOG_SECONDS` | number (seconds) | Sets the time without import progress before the stall watchdog operates. The default is 20. The watchdog writes a snapshot and stops the process with exit code 4. It does not operate when a guest thread is ready or a known wait is in progress. `0` stops the watchdog. | `DirectExecutionBackend.cs` |
| `SHARPEMU_STRICT_RWLOCK_WRITER_PREFERENCE` | `1` | Set to `1` to make a guest thread take a free pthread rwlock as the exclusive writer. By default, the thread gets a compatibility writer record and the lock has no writer thread. | `KernelPthreadExtendedCompatExports.cs` |
| `SHARPEMU_TEMP0_DIR` | path | Set the host directory for the guest `temp0` mount. The default is `user/temp/<app name>/temp0` next to the executable. When unset, the kernel code sets this variable to the default path. | `AppContentExports.cs`, `KernelMemoryCompatExports.cs` |
| `SHARPEMU_TRACE_TITLE_SHADER_STATE` | `1` | The SPIR-V translator changes the pixel shader at address 0x0000000500781200 for diagnosis. The first float output then shows the execution state, the wave mask state, and the export state as colors. Default is off. | `Gen5SpirvTranslator.cs` |
## GPU and Vulkan
These variables change the GPU path or the Vulkan presenter.
| Variable | Value | Function | Code that reads it |
| --- | --- | --- | --- |
| `SHARPEMU_ASYNC_GUEST_READBACK` | `0` | `0` makes a guest thread that reads GPU-written buffer memory wait until the render thread has copied the data back. The default starts the copy on the render thread and lets the guest thread wait for it on a separate readback slot, so the render thread continues. | `GuestBufferCache.cs` |
| `SHARPEMU_CAPTURE_PIXEL_EXEC_PCS` | list (`pc:register` pairs) | At each given instruction PC, the pixel shader writes the execution flag to the given VGPR register. The value is 1.0 when the flag is set and 0.0 when it is not. `SHARPEMU_CAPTURE_PIXEL_VGPR_ADDRESS` must match the shader address. | `Gen5SpirvTranslator.cs` |
| `SHARPEMU_CAPTURE_PIXEL_IMAGE_ADDRESS` | hex address | Selects the pixel shader for the image capture by its program address. The default is no capture. Use it with `SHARPEMU_CAPTURE_PIXEL_IMAGE_PC`. | `Gen5SpirvTranslator.cs` |
| `SHARPEMU_CAPTURE_PIXEL_IMAGE_PC` | number (instruction PC) | Sets the image instruction whose result the SPIR-V translator copies to four VGPR registers. `SHARPEMU_CAPTURE_PIXEL_IMAGE_ADDRESS` must match the shader address. | `Gen5SpirvTranslator.cs` |
| `SHARPEMU_CAPTURE_PIXEL_IMAGE_VGPR_BASE` | number (0 to 252) | Sets the first VGPR register that receives the captured image components. The default is 248. Values above 252 use the default. | `Gen5SpirvTranslator.cs` |
| `SHARPEMU_CAPTURE_PIXEL_VGPR_ADDRESS` | hex address | Selects the pixel shader for the VGPR capture, execution capture and path marker functions by its program address. The default is no capture. | `Gen5SpirvTranslator.cs` |
| `SHARPEMU_CAPTURE_PIXEL_VGPR_DEST_BASE` | number (0 to 252) | Sets the first destination VGPR register for `SHARPEMU_CAPTURE_PIXEL_VGPR_SOURCES`. The default is 248. | `Gen5SpirvTranslator.cs` |
| `SHARPEMU_CAPTURE_PIXEL_VGPR_IGNORE_EXEC` | `1` | Makes the VGPR capture copies occur without the execution flag guard. The default applies the guard. | `Gen5SpirvTranslator.cs` |
| `SHARPEMU_CAPTURE_PIXEL_VGPR_PC` | number (instruction PC) | Sets the instruction PC at which the translator copies the source VGPR registers. `SHARPEMU_CAPTURE_PIXEL_VGPR_ADDRESS` must match the shader address. | `Gen5SpirvTranslator.cs` |
| `SHARPEMU_CAPTURE_PIXEL_VGPR_POINTS` | list (`pc:source:destination` triples) | At each given instruction PC, the pixel shader copies the source VGPR register to the destination register. Register numbers must be less than 256. `SHARPEMU_CAPTURE_PIXEL_VGPR_ADDRESS` must match the shader address. | `Gen5SpirvTranslator.cs` |
| `SHARPEMU_CAPTURE_PIXEL_VGPR_SOURCES` | list (one to four register numbers) | Gives the source VGPR registers that the translator copies at `SHARPEMU_CAPTURE_PIXEL_VGPR_PC`. The copies go to the registers that start at the destination base. | `Gen5SpirvTranslator.cs` |
| `SHARPEMU_DETILE` | `1` or `0` | Controls the detile step for tiled surfaces. The default detiles only the trusted swizzle modes. `1` also detiles the approximate modes and `0` uploads all surfaces as raw data. | `GnmTiling.cs` |
| `SHARPEMU_DISABLE_FILL_CLEAR` | `1` | Stops the adaptation that treats a transparent premultiplied fill draw as a target overwrite. The default keeps the adaptation on. | `ShaderPipelineCache.Adaptations.cs` |
| `SHARPEMU_ENABLE_CHUNKED_DRAWS` | `1` | The Vulkan presenter reads the value into a field. No code uses the field, so the variable has no effect. | `VulkanVideoPresenter.Draws.Recording.cs` |
| `SHARPEMU_FORCE_ATTRIBUTE_FRAGMENT` | number (attribute location) | The Vulkan presenter reads the number into a field. No code uses the field, so the variable has no effect. | `VulkanVideoPresenter.Draws.Recording.cs` |
| `SHARPEMU_FORCE_DEFAULT_RASTER_STATE` | `1` | The Vulkan presenter reads the value into a field. No code uses the field, so the variable has no effect. | `VulkanVideoPresenter.Draws.Recording.cs` |
| `SHARPEMU_FORCE_FULLSCREEN_PIPELINE` | `1` | The Vulkan presenter reads the value into a field. No code uses the field, so the variable has no effect. | `VulkanVideoPresenter.Draws.Recording.cs` |
| `SHARPEMU_FORCE_FULLSCREEN_VERTEX` | `1` | The Vulkan presenter reads the value into a field. No code uses the field, so the variable has no effect. | `VulkanVideoPresenter.Draws.Recording.cs` |
| `SHARPEMU_FORCE_PACKED_EXPORT_ONE` | `1` | The SPIR-V translator replaces each packed half-float export component with the constant 1.0. This applies to all shaders. Default is off. | `Gen5SpirvTranslator.cs` |
| `SHARPEMU_FORCE_PACKED_EXPORT_STORE_ONE` | `1` | The SPIR-V translator writes (1.0, 1.0) to the packed half-float pair before the export reads it. This applies only to the pixel shader at guest address 0x0000000500781200. Default is off. | `Gen5SpirvTranslator.cs` |
| `SHARPEMU_FORCE_PACKED_STORE_EXEC_VALUES` | `1` | Each packed half-float store writes 1.0 when the EXEC mask is active and 0.5 when it is not. This shows the EXEC state as a color. This applies only to the pixel shader at guest address 0x0000000500781200. | `Gen5SpirvTranslator.cs` |
| `SHARPEMU_FORCE_PIXEL_EXPORT_ADDRESS` | hex address | Sets the shader address filter for the pixel export debug overrides. The value is a hex address, and the `0x` prefix is optional. When unset, the overrides apply to all pixel shaders. | `Gen5SpirvTranslator.cs` |
| `SHARPEMU_FORCE_PIXEL_EXPORT_PACK_VGPR_BASE` | number | Float pixel outputs read four vector registers that start at this base plus four times the export target. The translator packs the values to half-float and unpacks them again. The address filters select the shaders. | `Gen5SpirvTranslator.cs` |
| `SHARPEMU_FORCE_PIXEL_EXPORT_VGPR_ADDRESS` | hex address | Sets the shader address filter for the two VGPR base overrides. The `0x` prefix is optional. When unset, the filter from `SHARPEMU_FORCE_PIXEL_EXPORT_ADDRESS` applies. | `Gen5SpirvTranslator.cs` |
| `SHARPEMU_FORCE_PIXEL_EXPORT_VGPR_BASE` | number | Float pixel outputs read four vector registers that start at this base plus four times the export target. These values replace the decoded export sources. The address filters select the shaders. | `Gen5SpirvTranslator.cs` |
| `SHARPEMU_FORCE_PIXEL_MAGENTA` | `1` | Each selected pixel shader export writes opaque magenta. The control flow, EXEC mask, geometry and raster state stay the same. Use `SHARPEMU_FORCE_PIXEL_EXPORT_ADDRESS` to select one shader. | `Gen5SpirvTranslator.cs` |
| `SHARPEMU_FORCE_SOLID_FRAGMENT` | `1` | The Vulkan presenter reads the value into a field. No code uses the field, so the variable has no effect at this time. | `VulkanVideoPresenter.Draws.Recording.cs` |
| `SHARPEMU_FORCE_TITLE_COMPARE_4D4` | `1` | The compare instruction at shader PC 0x4D4 always gives the result true. This applies only to the shader at guest address 0x0000000500781200. Default is off. | `Gen5SpirvTranslator.Alu.cs` |
| `SHARPEMU_FORCE_TITLE_COMPARE_540` | `1` | The compare instruction at shader PC 0x540 always gives the result true. This applies only to the shader at guest address 0x0000000500781200. Default is off. | `Gen5SpirvTranslator.Alu.cs` |
| `SHARPEMU_FORCE_TITLE_DEFAULT_RASTER_STATE` | `1` | The Vulkan presenter reads the value into a field. No code uses the field, so the variable has no effect at this time. | `VulkanVideoPresenter.Draws.Recording.cs` |
| `SHARPEMU_FORCE_TITLE_EARLY_COLOR` | `1` | The pixel shader at guest address 0x0000000500781200 writes a constant to its first output and returns at once. A float output gets opaque magenta. An integer output gets zero. | `Gen5SpirvTranslator.cs` |
| `SHARPEMU_FORCE_TITLE_EXPORT_EXEC` | `1` | The translator sets the EXEC mask to true and writes 1 to 64-bit register 126 before each pixel export store. This applies only to the pixel shader at guest address 0x0000000500781200. | `Gen5SpirvTranslator.cs` |
| `SHARPEMU_FORCE_TITLE_FULLSCREEN_VERTEX` | `1` | The Vulkan presenter reads the value into a field. No code uses the field, so the variable has no effect at this time. | `VulkanVideoPresenter.Draws.Recording.cs` |
| `SHARPEMU_FORCE_TITLE_SINGLE_MRT` | `1` | The translator declares only the first pixel output for the pixel shader at guest address 0x0000000500781200. It does not declare the other render target outputs. Default is off. | `Gen5SpirvTranslator.cs` |
| `SHARPEMU_FORCE_TITLE_SOLID_FRAGMENT` | `1` | The Vulkan presenter reads the value into a field. No code uses the field, so the variable has no effect at this time. | `VulkanVideoPresenter.Draws.Recording.cs` |
| `SHARPEMU_FORCE_TITLE_VERTEX_OUTPUTS_ONE` | `1` | Vertex export targets 32 to 35 write the vector (1, 1, 1, 1). This applies only to the vertex shader at guest address 0x0000000500780000. Default is off. | `Gen5SpirvTranslator.cs` |
| `SHARPEMU_GPU_BACKEND` | `vulkan` or `metal` | Selects the guest GPU backend. The default is Vulkan. The value `metal` works only on macOS, and other hosts show a warning and use Vulkan. | `GuestGpu.cs` |
| `SHARPEMU_GPU_WAIT_SPIN_US` | number (microseconds) | Sets how long a wait for GPU work polls before it blocks. A short poll saves the wake-up delay when the GPU finishes soon. `0` blocks at once. The default is 150. | `GpuWaitSpin.cs` |
| `SHARPEMU_GRAPHICS_SUBGROUPS` | `0` or `1` | Set `1` to use native Vulkan subgroup operations in graphics shaders. Set `0` to use the fallback path. When unset, the presenter uses them only if the subgroup size is 32 and the vertex and fragment stages support subgroups. | `VulkanVideoPresenter.cs`, `VulkanVideoPresenter.Device.Setup.cs` |
| `SHARPEMU_IMAGE_LOOKUP_MEMO` | `0` | `0` turns off the image lookup memo. The default keeps the result of each image lookup that found an image with the same backing, and gives it again for the same request until an image is registered or removed. | `GuestImageCache.Lookup.cs` |
| `SHARPEMU_MARK_PIXEL_PCS` | list of `pc:register` pairs | Makes the SPIR-V pixel shader write the float value 1.0 to a shader register when execution reaches the given instruction PC. Use decimal numbers, a register below 256, and a comma between pairs. It has an effect only for the shader address in `SHARPEMU_CAPTURE_PIXEL_VGPR_ADDRESS`. | `Gen5SpirvTranslator.cs` |
| `SHARPEMU_MAX_GUEST_WORK_PER_RENDER` | number | Sets the maximum number of guest command stream slices that the Vulkan presenter runs in one render pass. The default is 1024, or 256 on macOS. The value must be more than 0. | `VulkanVideoPresenter.cs`, `VulkanVideoPresenter.CommandStream.cs` |
| `SHARPEMU_RENDERDOC_CAPTURE_TIMEOUT_SECONDS` | number (seconds) | Set the maximum time for a RenderDoc frame capture. The emulator discards a capture that does not end in this time. The range is 1 to 120. The default is 15. | `RenderDocCapture.cs` |
| `SHARPEMU_RENDERDOC_DLL` | path | Set the path of the RenderDoc library file. The emulator tries this path first. When unset or when the load fails, it searches the default library name and the known install paths. | `RenderDocCapture.cs` |
| `SHARPEMU_RENDERDOC_WAIT` | number (seconds) or `enter` | Set to make the emulator wait before it starts Vulkan, so that you can attach RenderDoc. `enter` waits until you press Enter. A number waits that many seconds, from 1 to 300. Other text waits 15 seconds. | `VulkanVideoPresenter.Device.Setup.cs` |
| `SHARPEMU_RENDER_WORK_BUDGET_MS` | number (milliseconds) | Set the maximum time that one render call uses for queued guest work in the Vulkan presenter. Work that remains stays in the queue for the next frame. `0` removes the limit. The default is 12 on macOS and 0 on other hosts. | `VulkanVideoPresenter.cs`, `VulkanVideoPresenter.RenderLoop.cs` |
| `SHARPEMU_RESOURCE_PREFETCH` | `0` | `0` makes the shader resource materialization read each guest word one at a time. The default reads adjacent words of descriptors and the flattened resource table in one read of resident guest memory. A range that the GPU may still own is read word by word as before. | `ShaderProgramCache.cs`, `RawReadPrefetch.cs` |
| `SHARPEMU_SHADER_MAX_STEPS` | number | Set the maximum number of dispatcher loop steps in each translated shader invocation. The limit makes sure that an incorrect loop stops. `0` removes the limit. The default is 100000. | `Gen5SpirvTranslator.cs`, `Gen5MslTranslator.cs` |
| `SHARPEMU_SHADER_PREWARM` | `0` | `0` turns off the shader prewarm list. By default, each compute program that a game compiles is added at once to `shader-prewarm.bin` in `user/pipeline_cache/<title id>/`, so a stopped game keeps the list. At the next launch after a change of the shader translator or of the GPU driver, background threads translate the listed programs again and create their pipelines, so that the driver compiles them before the game asks for them. The `shader-prewarm.stamp` file names the build and driver that last did this; with the same build and driver, the launch does no prewarm work. The log shows `Shader prewarm done` and `Shader prewarm hits`. On Windows it replaces the cache file by default; on Linux it works beside the cache file. It has no effect with the per-shader cache files of `SHARPEMU_VK_PIPELINE_CACHE_SHARDS`. | `VulkanVideoPresenter.ShaderPrewarm.cs`, `ShaderPrewarmList.cs`, `ShaderProgramCache.cs` |
| `SHARPEMU_SKIP_ALL_COMPUTE` | `1` | Set to `1` to make the Metal presenter skip all compute dispatches. The Vulkan presenter reads the value but does not use it. The default is off. | `MetalVideoPresenter.Compute.cs`, `VulkanVideoPresenter.cs` |
| `SHARPEMU_SKIP_TALL_COMPUTE_Z` | number | Effect not clear from the code. The Vulkan presenter reads the number into a field for a minimum Z group count. No code uses that field. The default is 0. | `VulkanVideoPresenter.cs` |
| `SHARPEMU_SRT_NATIVE` | `0` | `0` turns off the compiled shader resource (SRT) evaluator. By default, the resource plan of each shader is compiled once to .NET code (`DynamicMethod`) on a low-priority background thread named `SRT compiler`; until it is ready, the plan is evaluated by the interpreter, so the first use of a new shader does not wait for the compilation. With `0`, every plan always uses the interpreter. The compiled path is also off when the runtime does not support dynamic code, for example in a Native AOT build. | `CompiledResourceEvaluator.cs`, `ShaderResourcePlan.cs`, `RuntimeValueEvaluator.cs` |
| `SHARPEMU_SUSPEND_POINTS_IN_FLIGHT` | `0` | `0` makes `sceAgcSuspendPoint` wait until the frame boundary it queued is processed. The default lets one boundary wait behind the graphics commands, so the guest CPU can run one frame ahead. A wait that follows its own queue's store to the same label still sees that value when the title rewrites the label for the next frame (Dead Cells). | `CommandStreamQueue.cs`, `GpuCommandInterpreter.cs` |
| `SHARPEMU_VK_DEBUG_LABELS` | `1` | Turns on Vulkan object names and command labels for capture tools. `SHARPEMU_VK_VALIDATION=1` also turns them on. Default is off because the labels add overhead to each draw. | `VulkanVideoPresenter.Draws.Recording.cs` |
| `SHARPEMU_VK_DEVICE` | text (part of a device name) | Selects the Vulkan device whose name contains this text. The comparison ignores case. When unset, the presenter gives a score to each device and prefers a discrete GPU. | `VulkanVideoPresenter.Device.Setup.cs`, `VulkanVideoPresenter.cs` |
| `SHARPEMU_VK_PIPELINE_CACHE_PATH` | path | Sets the path of the Vulkan pipeline cache file. The path can contain environment variables. Default is `user/pipeline_cache/<title id>/` below the application directory. The shader prewarm list goes to the same directory. With the per-shader cache, the files go to a `.shards` directory next to this path. | `VulkanVideoPresenter.Device.Setup.cs`, `VulkanPipelineCacheStorage.cs` |
| `SHARPEMU_VK_PIPELINE_CACHE` | `0`, `1` or `file` | Selects the Vulkan pipeline cache file, which keeps the driver's compiled pipelines. `1` or `file` saves and loads one cache file. `0` keeps the cache in memory only on every system. The default is memory only on Windows: the GPU driver keeps its own shader cache on disk, and the shader prewarm list (`SHARPEMU_SHADER_PREWARM`) rebuilds it after an update. Linux keeps a cache file by default, and macOS keeps per-shader files. | `VulkanVideoPresenter.Device.Setup.cs` |
| `SHARPEMU_VK_PIPELINE_CACHE_SHARDS` | `1` or `0` | `1` keeps one Vulkan pipeline cache file for each compute shader and for each vertex and pixel shader pair, in `vulkan-pipeline-cache.bin.shards`, also on Windows. `0` keeps the whole cache in one file. The default is `1` on macOS and `0` on other systems: NVIDIA adds about 2 MB of driver data to every cache file, so a file for each shader uses much more disk. A shard file loads when its pipeline is first created, and a save writes only the files that got new pipelines. The shard mode removes the old single file when `SHARPEMU_VK_PIPELINE_CACHE_PATH` is not set. A cache file that grows over 256 MiB is emptied, so the next launch starts it again. | `VulkanVideoPresenter.Device.Setup.cs`, `VulkanVideoPresenter.PipelineCacheShards.cs` |
| `SHARPEMU_VK_PIPELINE_CACHE_LEGACY_SHARDS` | `1` | `1` names the per-shader cache files by the guest shader hash. The default names them by a hash of the translated SPIR-V, so a translator change does not load records that no longer match. | `VulkanVideoPresenter.PipelineCacheShards.cs` |
## Metal
These variables apply to the Metal backend.
| Variable | Value | Function | Code that reads it |
| --- | --- | --- | --- |
| `SHARPEMU_GPU_DETILE` | `0` | The Metal backend decodes supported tiled texture data on the GPU by default. Set `0` to decode all tiled textures on the CPU. | `MetalTextureSnapshots.cs`, `GuestGpuTypes.cs` |
| `SHARPEMU_LOG_GPU_DETILE` | `1` | Writes each texture tile mode and each GPU detile decision one time to stderr. It applies to the Metal texture path only. The emulator reads the value one time at start. | `MetalTextureSnapshots.cs` |
| `SHARPEMU_METAL_CAP_DRAWABLE` | `1` | Limits the long edge of the Metal drawable to 1920 pixels and keeps the aspect ratio. The default is off, so the drawable uses the full window pixel size. | `MetalVideoPresenter.cs` |
| `SHARPEMU_METAL_DBG` | `solid` or `uv` | Replaces the Metal present fragment shader with a test shader. `solid` shows a green frame. `uv` shows the value of vertex attribute 0. All other values use the normal present shader. | `MetalVideoPresenter.cs` |
| `SHARPEMU_METAL_FULL_DRAWABLE` | `1` | Cancels `SHARPEMU_METAL_CAP_DRAWABLE=1`, so the Metal drawable uses the full window pixel size. It has no effect when the cap is off. | `MetalVideoPresenter.cs` |
| `SHARPEMU_NO_TEXTURE_SKIP` | `1` | Stops the reuse of cached texture snapshots in the Metal backend, so each texture is copied again. Use it to make sure that a snapshot is not stale. The default is off. | `MetalTextureSnapshots.cs` |
| `SHARPEMU_REUSE_GUEST_TEXTURE_SNAPSHOTS` | `0` | The default is on. The Metal backend uses a guest texture snapshot again when the snapshot key is the same. Set to `0` to make a new snapshot each time. | `MetalTextureSnapshots.cs` |
| `SHARPEMU_TEXTURE_DUMP_DIR` | path | Set a directory to make the Metal backend write raw texture source bytes to `.bin` files. The file name contains the address, size, pitch, format and tile mode. The limit is 200 files. | `MetalTextureSnapshots.cs` |
| `SHARPEMU_TEXTURE_LINEAR_DUMP_DIR` | path | Set a directory to make the Metal backend write the linear texture bytes to `.linear.bin` files. The file name contains the address, size, pitch, format and tile mode. The limit is 200 files. | `MetalTextureSnapshots.cs` |
| `SHARPEMU_TRACE_STORAGE_IMAGE_INIT_ADDRESS` | hex address | The Metal backend writes an `agc.storage_initial_data` trace line when it makes the texture at this guest address. The line shows the upload state and the read result of the initial data. | `MetalTextureSnapshots.cs` |
## Audio and video
These variables apply to audio output and video playback.
| Variable | Value | Function | Code that reads it |
| --- | --- | --- | --- |
| `SHARPEMU_ALSA_DEVICE` | text (ALSA device name) | Sets the ALSA playback device on Linux. The default is `default`. | `PosixAlsaAudioStream.cs` |
| `SHARPEMU_AUDIO_LATENCY_MS` | number (milliseconds) | Sets the target depth of the SDL audio queue, which is the playback latency. The default is 60. Values of zero or less use the default. | `SdlHostAudio.cs` |
| `SHARPEMU_BINK_MODE` | text (`native`, `ffmpeg`, `dummy`, `skip`, `guest`) | Selects how the emulator handles Bink movies. `native` or `ffmpeg` decodes on the host and is the default. `dummy` shows a placeholder frame, `skip` skips the movie, and `guest` lets the guest decode. | `HostMovieBridge.cs` |
| `SHARPEMU_LOG_MOVIE_SYNC` | `1` | Records the difference between the movie clock and the guest audio position during movie playback. The emulator reads the value one time at start. | `MediaFramePlayback.cs` |
| `SHARPEMU_MOVIE_CLOCK` | `wall` | Sets the time base for host-decoded movie playback. By default, playback follows the guest audio clock and uses the wall clock when no guest audio flows. `wall` makes playback always use the wall clock. | `MediaFramePlayback.cs` |
| `SHARPEMU_TRACE_AVPLAYER_IMAGES` | `1` | Set to `1` to write `[AVPLAYER][TRACE]` lines for video buffer addresses and the first 16 video frame payloads. It also marks the video buffer ranges for image traces in other components. The default is off. | `AvPlayerExports.cs` |
## Input
These variables apply to the controller and input libraries.
| Variable | Value | Function | Code that reads it |
| --- | --- | --- | --- |
| `SHARPEMU_AUTO_CROSS` | list (seconds, for example `40,52,64`) | Presses the Cross button for 0.4 seconds at each time in the list. The times are seconds from process start. The default is no automatic press. | `PadExports.cs` |
| `SHARPEMU_BTHID_CB_FAIL` | text (`nf` or `ni`) | Makes `sceBluetoothHidRegisterCallback` return an error. `nf` returns NOT_FOUND and `ni` returns NOT_IMPLEMENTED. The default returns the usual result. | `BluetoothHidExports.cs` |
| `SHARPEMU_BTHID_EVENT_CODE` | number (decimal or `0x` hex) | Sets the event code of the synthetic Bluetooth HID callback event. The default is 0. It has an effect only with `SHARPEMU_BTHID_FIRE_CALLBACK=1`. | `BluetoothHidExports.cs` |
| `SHARPEMU_BTHID_EVENT_SIZE` | number (bytes, decimal or `0x` hex) | Sets the size of the zeroed event structure for the synthetic Bluetooth HID callback. The default is 256. It has an effect only with `SHARPEMU_BTHID_FIRE_CALLBACK=1`. | `BluetoothHidExports.cs` |
| `SHARPEMU_BTHID_FIRE_CALLBACK` | `1` | Calls the registered Bluetooth HID guest callback one time with a zeroed event structure. The call occurs at the first `sceBluetoothHidRegisterDevice`. The default is off. | `BluetoothHidExports.cs` |
## Memory and CPU
These variables apply to guest memory and guest code execution.
| Variable | Value | Function | Code that reads it |
| --- | --- | --- | --- |
| `SHARPEMU_DISABLE_GUEST_ALLOCATOR_HOLE_RECOVERY` | `1` | Stops the Windows fault recovery for a guest allocator that reads an empty pool node. The default recovers the fault and continues at the allocator fallback code. | `DirectExecutionBackend.Exceptions.cs` |
| `SHARPEMU_DISABLE_MITIGATION_RELAUNCH` | `1` | Stops the Windows relaunch of the emulator as a child process with Control Flow Guard and CET shadow stacks off. The default starts the child process. | `Program.cs`, `SelfLoader.cs` |
| `SHARPEMU_DISABLE_NATIVE_GUEST_WORKERS` | `1` | Stops the use of native worker threads for guest thread execution on Windows. The default uses the native workers. | `DirectExecutionBackend.NativeWorker.cs` |
| `SHARPEMU_DISABLE_POSIX_SIGNALS` | `1` | Does not install the POSIX signal handlers on Linux and macOS. The emulator then cannot recover guest faults. | `DirectExecutionBackend.PosixSignals.cs` |
| `SHARPEMU_DISABLE_RAW_HANDLER` | `1` | Does not install the raw vectored exception handler on Windows. On POSIX hosts it stops the raw sentinel recovery. The default keeps the two functions on. | `DirectExecutionBackend.Exceptions.cs`, `DirectExecutionBackend.PosixSignals.cs` |
| `SHARPEMU_IGNORE_INT41` | `0` or `false` | The fault handler skips guest `int 0x41` instructions and continues at the next instruction by default. Set `0` or `false` to stop this recovery. The emulator shows a warning for the first 16 traps and then for each 65536th trap. | `DirectExecutionBackend.cs`, `DirectExecutionBackend.Exceptions.cs` |
| `SHARPEMU_IGNORE_STACK_CHK` | `1` | Recovers from a guest stack-protector failure call (NID `Ou3iL1abvng`) when a UD2 instruction follows the call. The emulator sets the return address to the function epilogue 20 bytes before. It does this only when the code bytes match the known pattern. | `DirectExecutionBackend.Imports.cs` |
| `SHARPEMU_LAZY_RESERVE_PRIME_MB` | number | Sets the number of megabytes that the emulator commits at the start of each reserve-only memory region. The default is 64 and the maximum is 4096. The value 0 turns the initial commit off. | `PhysicalVirtualMemory.cs` |
| `SHARPEMU_NATIVE_WORKER_MAX_CONCURRENT` | number | Sets the maximum number of native guest worker runs that execute at the same time. The default is 2. The emulator limits the value to the range 1 to 64. | `DirectExecutionBackend.NativeWorker.cs`, `DirectExecutionBackend.cs` |
| `SHARPEMU_GUEST_AFFINITY` | `1` | Applies the guest thread affinity to the host threads. The default leaves host threads unpinned, because pinning let spinning guest workers starve the render thread. | `DirectExecutionBackend.cs` |
| `SHARPEMU_RENDER_CORE` | `0` | `0` turns off the render core reservation. On Windows hosts with 8 to 64 logical processors, the default gives the render thread the last physical core of the fastest efficiency class with a high priority, and keeps guest threads off that core. | `HostLaneReservation.cs`, `VulkanVideoPresenter.Present.cs`, `DirectExecutionBackend.cs` |
| `SHARPEMU_RESERVED_HOST_LANES` | number | Set the number of host logical processors that guest thread affinity does not use. The emulator keeps these processors for its own threads. The default is three eighths of the processor count, with a minimum of 2. It has an effect only with `SHARPEMU_GUEST_AFFINITY=1`. | `DirectExecutionBackend.cs` |
| `SHARPEMU_TSC_FREQ_HZ` | number (Hz, minimum 1000000) | Sets the TSC frequency that the kernel library reports to the guest. When unset, the emulator uses the calibrated RDTSC frequency, then the CPUID frequency, then the host stopwatch frequency. | `KernelRuntimeCompatExports.cs` |
| `SHARPEMU_WATCH_BULK_DEST_HI` | hex number | Limits the `SHARPEMU_WATCH_BULK_TORN` scan to writes whose upper 32 address bits equal this value. When unset, the scan uses the direct-memory address band. | `GuestWriteWatch.cs` |
| `SHARPEMU_WATCH_BULK_TORN` | `1` | Examines each aligned 8-byte value in managed bulk writes to guest memory. It reports torn values and shifted pointer values with a stack trace. It writes a maximum of 64 reports for each kind. | `GuestWriteWatch.cs` |
| `SHARPEMU_WATCH_POOL_HEADER` | `1` | Monitors the header slot at offset 0x40 of each pool mapping with size 0x10000 and protection 0xF2. It reports each managed write to a monitored slot with a stack trace. It monitors a maximum of 64 slots. | `GuestWriteWatch.cs` |
| `SHARPEMU_WATCH_VALUE1` | `1` | Reports managed writes of 1 to 8 bytes that have the value 1 and go to the direct-memory address band. Each report has a stack trace. It writes a maximum of 128 reports. | `GuestWriteWatch.cs` |
| `SHARPEMU_WATCH_VALUE_PATTERN` | `1` | Reports each managed 8-byte write whose low half is 1 and whose high half is between 1 and 0xFFFF. Each report has a stack trace. | `GuestWriteWatch.cs` |
| `SHARPEMU_WATCH_WRITE` | hex address | Monitors the 8 bytes at this guest address. It reports each managed write that touches these bytes with the address, the length, the first value, and a stack trace. Default is off. | `GuestWriteWatch.cs` |
## Loader
These variables apply to the program loader and the module system.
| Variable | Value | Function | Code that reads it |
| --- | --- | --- | --- |
| `SHARPEMU_AMPR_INDEX_CACHE` | path (directory) | Sets the directory for the AMPR file index cache. The default is `SharpEmu/ampr-index` in the local application data folder. | `AmprFileRegistry.cs` |
| `SHARPEMU_AMPR_REINDEX` | `1` | Ignores the AMPR index cache on disk and scans the application file tree again. Use it after manual changes to the application files. | `AmprFileRegistry.cs` |
| `SHARPEMU_APP0_DIR` | path (directory) | Sets the host directory for the guest `/app0` mount. The default is the directory of the loaded executable. The directory name also identifies the per-application data folders. | `SharpEmuRuntime.cs`, `KernelMemoryCompatExports.cs`, `AppContentExports.cs` |
| `SHARPEMU_DEVLOG_APP_DIR` | path (directory) | Sets the host directory for the guest devlog application path. The default is `user/game_logs/<title id>/devlog/app` below the emulator directory. | `KernelMemoryCompatExports.cs` |
| `SHARPEMU_DISABLE_RED_ZONE_PATCH` | `1` | Stops the load-time patch that protects the guest stack red zone on Windows and macOS. The default applies the patch. The vector store split for Rosetta stays on when it is necessary. | `GuestRedZonePatcher.cs` |
| `SHARPEMU_DOWNLOAD0_DIR` | path (directory) | Sets the host directory for the guest `/download0` mount. The default is a `download0` folder in the per-application writable directory. The emulator sets the variable to the default when it is not set. | `KernelMemoryCompatExports.cs` |
| `SHARPEMU_GUEST_ARGS` | text | Adds arguments to the guest process entry frame after the image name. White space divides the arguments. The emulator uses only the first two. | `CpuDispatcher.cs` |
| `SHARPEMU_HOSTAPP_DIR` | path | Sets the host directory for the guest `/hostapp` mount. The default is `user/game_logs/<title id>/hostapp` below the emulator directory. The emulator makes the directory if it is absent. | `KernelMemoryCompatExports.cs`, `KernelGameLogPathTests.cs` |
| `SHARPEMU_LLE_LIBC_ALL` | `1` | Sends all libc imports to the guest libc module and not to the HLE handlers. `SHARPEMU_DISABLE_LLE_LIBC=1` and `SHARPEMU_LLE_LIBC_SAFE_ONLY=off` have priority. Default is off. | `DirectExecutionBackend.cs` |
| `SHARPEMU_LLE_LIBC_SAFE_ONLY` | `1`, `0`, `off`, `false` or `none` | Controls which libc imports use the guest libc module. Unset or `1` uses guest code only for exports on the safe list. `0` uses guest code for all libc exports, and `off`, `false` or `none` uses HLE for all of them. | `DirectExecutionBackend.cs` |
| `SHARPEMU_PRELOAD_ALL_SCE_MODULES` | `1` | Set to `1` to preload all system modules. When unset, the runtime does not preload the modules in its internal skip list. | `SharpEmuRuntime.cs` |
## Debugger
These variables apply to the debug server.
| Variable | Value | Function | Code that reads it |
| --- | --- | --- | --- |
| `SHARPEMU_SENTINEL_PROBE` | `1` | Set to `1` to call the native entry stub with the unresolved sentinel address 0xFFFE before the guest entry. The emulator writes a log line before and after the call. The default is off. | `DirectExecutionBackend.cs`, `Gen5NativeReturnSmokeTests.cs` |
## Log channels
Each variable adds one group of messages to the log. The default is off.
| Variable | Value | Function | Code that reads it |
| --- | --- | --- | --- |
| `SHARPEMU_LOG_ACM` | `1` | Writes `acm.` trace lines from the Acm library handlers to stderr. Default is off. | `AcmExports.cs` |
| `SHARPEMU_LOG_AGC_SHADER` | `1` | Writes only the AGC shader trace lines and the Vulkan shader trace lines. `SHARPEMU_LOG_AGC=1` also turns this on. Default is off. | `AgcExports.cs`, `VulkanVideoPresenter.Draws.Recording.cs` |
| `SHARPEMU_LOG_AGC` | `1` | Starts the full AGC trace: command submissions, shader creation, draws and dispatches. It also turns on the AGC shader trace and the Vulkan shader trace. Default is off. | `AgcExports.cs`, `RenderExecutor.Trace.cs`, `AgcExports.ShaderState.cs` |
| `SHARPEMU_LOG_AJM` | `1` | Writes `ajm.` trace lines to stderr: context initialization, codec registration, split buffer descriptors and ATRAC9 decode state. Default is off. | `AjmExports.cs`, `Atrac9DecodeState.cs` |
| `SHARPEMU_LOG_ALLOC_IMPORTS` | `1` | Writes more trace lines for `sceKernelGetGPI` (the returned mask) and for the PRT aperture set call (the raw register values). Default is off. | `KernelRuntimeCompatExports.cs` |
| `SHARPEMU_LOG_ALL_IMPORTS` | `1` | Writes a debug line for each import stub during setup. The lines show if the import uses a direct bridge, a trampoline, HLE or a runtime symbol. Default is off. | `DirectExecutionBackend.cs` |
| `SHARPEMU_LOG_AMPR_READS` | `1` | Writes only the AMPR file read trace lines and the pak directory tracker lines. `SHARPEMU_LOG_AMPR=1` also turns this on. Default is off. | `AmprExports.cs`, `PakDirectoryTracker.cs` |
| `SHARPEMU_LOG_AMPR` | `1` | Writes trace lines for AMPR command buffers, APR submissions and waits, and the pak directory tracker. It also turns on the AMPR read trace. Default is off. | `AmprExports.cs`, `KernelAprCompatExports.cs`, `PakDirectoryTracker.cs` |
| `SHARPEMU_LOG_APP_CONTENT` | `1` | Writes an `app_content` trace line to stderr for each AppContent call. The default is off. | `AppContentExports.cs` |
| `SHARPEMU_LOG_AUDIO_OUT2` | `1` | Writes an `audio_out2` trace line to stderr for each AudioOut2 operation. The default is off. | `AudioOut2Exports.cs` |
| `SHARPEMU_LOG_AUDIO_OUT` | `1` | Records `sceAudioOutOutput` calls and the peak amplitude of the submitted samples. It writes the first 8 calls and then every 200th call. The emulator reads the value one time at start. | `AudioOutExports.cs` |
| `SHARPEMU_LOG_BOOTSTRAP` | `1` | Writes a trace line for each call through the bootstrap bridge import. The line shows the handle, the symbol name and the output address. | `DirectExecutionBackend.cs`, `DirectExecutionBackend.Imports.cs` |
| `SHARPEMU_LOG_CONTEXT` | `1` | Writes `guest_context` trace lines to stderr. Each import dispatch shows the NID, the return address, the managed thread, the guest thread and the fiber. | `DirectExecutionBackend.cs`, `DirectExecutionBackend.Imports.cs` |
| `SHARPEMU_LOG_DATA_REBIND` | `1` | Writes one `[RUNTIME]` line for each imported data relocation. The line shows if the relocation is rebound, unresolved or write-failed. | `SharpEmuRuntime.cs` |
| `SHARPEMU_LOG_DISCMAP` | `1` | Writes a trace line for each DiscMap call. The line shows the export name, the path, the offset and the size. | `DiscMapExports.cs` |
| `SHARPEMU_LOG_DISCORD` | `1` | Writes `[DISCORD]` messages from the rich presence client of the GUI to stderr. The default is off. | `DiscordRichPresence.cs` |
| `SHARPEMU_LOG_DLSYM` | `1` | Writes a trace line for each successful `sceKernelDlsym` call. The line shows the module handle, the symbol name and the resolved address. | `DirectExecutionBackend.Imports.cs` |
| `SHARPEMU_LOG_EQUEUE` | `1` | Writes trace lines for kernel event queue operations. The emulator reads the value one time at start. | `KernelEventQueueCompatExports.cs` |
| `SHARPEMU_LOG_EVENT_FLAG` | `1` | Writes trace lines for kernel event flag operations. The emulator reads the value one time at start. | `KernelEventFlagCompatExports.cs` |
| `SHARPEMU_LOG_EXPECTED_IMPORT_RESULTS` | `1` | Shows import error results that the emulator knows as usual, for example file-not-found probes, timeouts and busy trylocks. It shows the first 8 results for each NID and result, and then every 10000th. The default hides these results. | `DirectExecutionBackend.Imports.cs` |
| `SHARPEMU_LOG_FIBER` | `1` | Writes `fiber` trace lines for the Fiber library calls. It also writes a line for each fiber context transfer in the CPU backend. | `FiberExports.cs`, `DirectExecutionBackend.cs`, `DirectExecutionBackend.Imports.cs` |
| `SHARPEMU_LOG_FILE` | path | Writes all log entries to this file with timestamps and appends to an existing file. The file receives every log level. `SHARPEMU_LOG_LEVEL` then limits only the console output. | `SharpEmuLog.cs` |
| `SHARPEMU_LOG_FMOD` | `1` | Writes a trace line for the FMOD `system_set_output` compatibility call. The line shows the system address, the output type and the call count. | `FmodCompatExports.cs` |
| `SHARPEMU_LOG_GUARDS` | `1` | Writes a trace line for each C++ static guard operation. The line shows the guard address, the guard word, the state flags and the owner thread. | `CxxAbiExports.cs` |
| `SHARPEMU_LOG_GUEST_EXCEPTIONS` | `1` | Writes `guest_exception` trace lines when the emulator raises and delivers a guest exception. The lines show the target thread and the exception type. | `DirectExecutionBackend.cs`, `KernelExceptionCompatExports.cs` |
| `SHARPEMU_LOG_GUEST_THREADS` | `1` | Writes guest thread scheduler messages to stderr. The messages show thread state changes, yields, wakes, exits, nested callbacks and affinity failures. | `DirectExecutionBackend.cs`, `DirectExecutionBackend.Imports.cs`, `KernelRuntimeCompatExports.cs` |
| `SHARPEMU_LOG_GUEST_THREAD_SNAPSHOTS` | `1` | Writes one snapshot line for each guest thread every second. The line shows the state, the import count, the last NID, the last return address and the block reason. The ready-dispatch thread then wakes every second. | `DirectExecutionBackend.cs` |
| `SHARPEMU_LOG_HTTP2` | `1` | Writes an `http2` trace line for each Http2 library call. The line shows the operation, the id and four arguments. | `Http2Exports.cs` |
| `SHARPEMU_LOG_HTTP` | `1` | Writes an `http` trace line for each Http library call. The line shows the operation, the id and four arguments. | `HttpExports.cs` |
| `SHARPEMU_LOG_IO_FILTER` | text | Limits the `SHARPEMU_LOG_IO` output to paths that contain this text. The comparison ignores case. When unset, the emulator shows all paths. | `KernelMemoryCompatExports.cs` |
| `SHARPEMU_LOG_JSON` | `1` | Writes a `json` trace line for each Json library call. Text values show a maximum of 128 characters. | `JsonExports.cs` |
| `SHARPEMU_LOG_LAZY_COMMIT` | `1` | Writes a trace line for every lazy memory commit fault. The default shows only the first 16 faults and then every 256th fault. | `DirectExecutionBackend.Exceptions.cs` |
| `SHARPEMU_LOG_LEVEL` | text | Sets the minimum log level. The values are `Trace`, `Debug`, `Info`, `Warning` or `Warn`, `Error`, `Critical` or `Fatal`, and `None`. The default is `Info`, and the comparison ignores case. | `SharpEmuLog.cs` |
| `SHARPEMU_LOG_LIBC_ALLOC` | `1` | Writes a trace line for each guest libc allocation call. The line shows the size, the alignment, the result address and the return address of the caller. | `KernelMemoryCompatExports.cs` |
| `SHARPEMU_LOG_NET` | `1` | Writes `net` trace lines for Net library calls and debug lines for kernel socket operations. It also writes each payload that the guest sends on a connected socket to stdout as text. | `NetExports.cs`, `KernelSocketCompatExports.cs` |
| `SHARPEMU_LOG_NGS2` | `1` | Writes trace lines for Ngs2 audio library calls. The default is off. | `Ngs2Exports.cs` |
| `SHARPEMU_LOG_NO_COLOR` | `1` | Stops the use of colors in the console log. The values `1`, `true`, `yes` and `on` are accepted. The console log has no colors when the output is redirected. | `SharpEmuLog.cs` |
| `SHARPEMU_LOG_NP_WEB_API2` | `1` | Writes an `npwebapi2` trace line for each NpWebApi2 call. The line shows the operation, the id, the first argument and the initialized state. | `NpWebApi2Exports.cs` |
| `SHARPEMU_LOG_OPEN` | `1` | Writes trace lines for guest file open operations to stderr. The default is off. | `KernelMemoryCompatExports.cs` |
| `SHARPEMU_LOG_PLAYGO` | `1` | Writes `playgo` trace lines for PlayGo calls. For single-entry locus queries it shows the first 32 calls and then every 1000th call. | `PlayGoExports.cs` |
| `SHARPEMU_LOG_POINTER_WINDOW_SIZE` | hex number | Sets the byte size of each memory window that `SHARPEMU_LOG_POINTER_WINDOWS` shows after a guest fault. The value is hexadecimal, with or without `0x`. The default is 0x80. | `DirectExecutionBackend.Exceptions.cs` |
| `SHARPEMU_LOG_POSIX_SIGNALS` | `1` | Writes a trace line for every POSIX signal that the fault handler receives. When unset, the log shows only the first 16 signals and then every 1024th signal. | `DirectExecutionBackend.PosixSignals.cs` |
| `SHARPEMU_LOG_PROC_PARAM_PTRS` | `1` | Shows the pointer fields in the process parameter block. This dump is part of the `SHARPEMU_LOG_PROC_PARAM` trace, so set that variable also. | `KernelRuntimeCompatExports.cs` |
| `SHARPEMU_LOG_PROC_PARAM` | `1` | Shows the address and the contents of the process parameter block of the guest program. The default is off. | `KernelRuntimeCompatExports.cs` |
| `SHARPEMU_LOG_PS5_USER_SLOTS` | `1` | Adds four 0x60-byte memory dumps to the IL2CPP exception diagnostic. The dumps start at the fixed guest address 0x801A73110 and have a step of 0x51C8 bytes. | `DirectExecutionBackend.Imports.cs` |
| `SHARPEMU_LOG_PSML` | `1` | Writes `psml.` trace lines for the PSML library calls to stderr. The default is off. | `PsmlExports.cs` |
| `SHARPEMU_LOG_PTHREADS` | `1` | Writes trace lines for the pthread calls of the guest. It also starts the condition variable trace of `SHARPEMU_LOG_PTHREAD_CONDS`. The default is off. | `KernelPthreadCompatExports.cs`, `KernelExports.cs` |
| `SHARPEMU_LOG_PTHREAD_CONDS` | `1` | Writes a `pthread_cond_` trace line for each condition variable operation. The line shows the waiter count, the signal epoch, and the result. | `KernelPthreadCompatExports.cs` |
| `SHARPEMU_LOG_PTHREAD_FASTPATH` | `1` | Writes trace lines for the mutex fast path. It shows the first 16 fast-path unlocks with the mutex object words. It shows one busy result for each mutex address. | `KernelPthreadCompatExports.cs` |
| `SHARPEMU_LOG_PTHREAD_MUTEX_FILTER` | list of hex addresses | Limits the mutex trace to the given mutex addresses. Use a comma, a semicolon, or a space between the hexadecimal addresses. The listed mutexes are in the trace even if `SHARPEMU_LOG_PTHREADS` is not set. | `KernelPthreadCompatExports.cs` |
| `SHARPEMU_LOG_REFSCAN_ADDRS` | list of hex addresses | After a guest fault, scans executable guest memory from 0x800000000 to 0x810000000 for instructions that refer to the given addresses. It shows a maximum of 24 hits for each address. Use a comma between the hexadecimal addresses. | `DirectExecutionBackend.Exceptions.cs` |
| `SHARPEMU_LOG_REGISTER_WINDOWS` | `1` | After a guest fault, shows a 0x80-byte memory window at each general register value that is 0x10000 or more. The default is off. | `DirectExecutionBackend.Exceptions.cs` |
| `SHARPEMU_LOG_SAVEDATA` | `1` | Writes `savedata.` and `save_data_dialog.` trace lines for the save data calls to stderr. The default is off. | `SaveDataExports.cs`, `SaveDataDialogExports.cs` |
| `SHARPEMU_LOG_SEMA` | `1` | Writes trace lines for the kernel semaphore operations. The emulator reads the value one time at start. The default is off. | `KernelSemaphoreCompatExports.cs` |
| `SHARPEMU_LOG_SHARE` | `1` | Writes `share.` trace lines for the Share library calls to stderr. The default is off. | `ShareExports.cs` |
| `SHARPEMU_LOG_SSL` | `1` | Writes an `ssl.` trace line for each SSL library call. The line shows the operation, the identifier, and the first argument. | `SslExports.cs` |
| `SHARPEMU_LOG_STACK_CHK` | `1` | Writes diagnostic lines when the guest calls the stack check failure import. The lines show the return address, the guard registers, and the stack slots from rbp-0x10 to rbp-0x80. | `DirectExecutionBackend.cs`, `DirectExecutionBackend.Imports.cs` |
| `SHARPEMU_LOG_STDIO` | `1` | Writes trace lines for the libc stdio calls of the guest. The emulator reads the value one time at start. The default is off. | `LibcStdioExports.cs` |
| `SHARPEMU_LOG_STRLEN_BURSTS` | `1` | Writes a warning when the guest calls `strlen` 24 times in sequence. The warning shows the return address and the last five different imports before the burst. | `DirectExecutionBackend.cs`, `DirectExecutionBackend.Imports.cs` |
| `SHARPEMU_LOG_STRLEN` | `1` | Keeps `strlen` calls in the import trace. When unset, the import trace does not show `strlen` calls. It also starts the burst detection of `SHARPEMU_LOG_STRLEN_BURSTS`. | `DirectExecutionBackend.cs`, `DirectExecutionBackend.Imports.cs` |
| `SHARPEMU_LOG_THREAD_MODE` | `1` | Writes `[THREADMODE]` lines when a native guest worker thread is created, starts a guest run, and stops a guest run. Each line shows the host thread identifiers. | `DirectExecutionBackend.cs`, `DirectExecutionBackend.NativeWorker.cs` |
| `SHARPEMU_LOG_USER_SERVICE` | `1` | Writes trace lines for the user service library calls. Each line includes the guest return address of the call. | `UserServiceExports.cs` |
| `SHARPEMU_LOG_USLEEP` | `1` | Writes trace lines for `usleep` calls: the first 32 calls and then every 10000th call. It also stops the native inline `usleep` stub and the leaf import path, so each call goes through the traced handler. | `DirectExecutionBackend.cs`, `DirectExecutionBackend.Imports.cs`, `KernelRuntimeCompatExports.cs` |
| `SHARPEMU_LOG_VIDEOOUT_FPS` | `1` | Writes periodic frame rate lines with flip, present, draw, pipeline, and buffer pool counts. `SHARPEMU_PROFILE_PERFORMANCE=1` starts the same output. | `VideoOutExports.cs` |
| `SHARPEMU_LOG_VIDEOOUT` | `1` | Writes `videoout.` trace lines for the video output calls, such as flip events and frame dumps. The default is off. | `VideoOutExports.cs` |
| `SHARPEMU_LOG_VK_RESOURCES` | `1` | Writes a `vk.global_buffer` trace line one time for each new guest buffer that the Vulkan presenter binds. The line shows the base address and the size. | `VulkanVideoPresenter.Draws.Recording.cs`, `VulkanVideoPresenter.GuestBuffers.cs` |
| `SHARPEMU_LOG_VMEM` | `1` | Writes debug lines for guest virtual memory operations and `[HOSTMEM]` lines for host memory operations. The default is off. | `PhysicalVirtualMemory.cs`, `HostMemory.cs`, `PosixHostMemory.cs` |
| `SHARPEMU_LOG_WIDE_PRINTF_ARGS` | `1` | Writes trace lines for the arguments of printf format calls, such as string arguments. Use `SHARPEMU_LOG_WIDE_PRINTF_FILTER` to limit the output. | `KernelMemoryCompatExports.cs` |
| `SHARPEMU_LOG_WIDE_PRINTF_FILTER` | text | Limits the `SHARPEMU_LOG_WIDE_PRINTF_ARGS` trace to format strings that contain this text. The comparison is case-sensitive. When unset, the trace includes all format strings. | `KernelMemoryCompatExports.cs` |
| `SHARPEMU_LOG_WIDE_PRINTF` | `1` | Writes a trace line for each wide-character printf call. The line shows the first 160 characters of the format and of the result. | `KernelMemoryCompatExports.cs` |
| `SHARPEMU_LOG_WIDE` | `1` | Shows the first 32 bytes at the string address for each `wcslen` call. The default is off. | `KernelMemoryCompatExports.cs` |
| `SHARPEMU_PERIODIC_SNAPSHOT_SECONDS` | number (seconds) | Set a number of seconds to write the stall watchdog snapshot at that interval. The default is 0, which writes no periodic snapshot. The stall watchdog must be on. | `DirectExecutionBackend.cs` |
## Traces
Each variable records a detailed sequence of events. Traces can be large.
| Variable | Value | Function | Code that reads it |
| --- | --- | --- | --- |
| `SHARPEMU_LOG_IMPORT_FILTER` | text | Writes a trace line for each import that contains this text. The emulator compares the text with the library name, the export name and the NID, and ignores case. When unset, the filter selects no imports. | `DirectExecutionBackend.cs`, `DirectExecutionBackend.Imports.cs` |
| `SHARPEMU_LOG_IMPORT_FRAMES` | `1` | Adds the guest frame chain to each traced import. It applies only to imports that `SHARPEMU_LOG_ALL_IMPORTS` or `SHARPEMU_LOG_IMPORT_FILTER` selects. | `DirectExecutionBackend.cs`, `DirectExecutionBackend.Imports.cs` |
| `SHARPEMU_LOG_IMPORT_PERIODIC` | `1` | Starts the periodic import trace. It shows the early import bands and every 100000th import dispatch. The default is off because the stderr output decreases the speed. | `DirectExecutionBackend.cs`, `DirectExecutionBackend.Imports.cs` |
| `SHARPEMU_LOG_IMPORT_RECENT` | `1` | Writes the recent import history after each traced import. It applies only to imports that `SHARPEMU_LOG_ALL_IMPORTS` or `SHARPEMU_LOG_IMPORT_FILTER` selects. | `DirectExecutionBackend.cs`, `DirectExecutionBackend.Imports.cs` |
| `SHARPEMU_PROBE_IMPORT_RET_ADDRESS` | hex address | Set a guest return address. When an import call returns to this address, the emulator writes an `import-return-address-probe` line with the thread, NID, stack and frame values. The limit is 2048 lines. | `DirectExecutionBackend.cs`, `DirectExecutionBackend.Imports.cs` |
| `SHARPEMU_PROBE_IMPORT_RET` | text (NID or `*`) | Set an import NID, or `*` for all imports. For the first 8 applicable import calls, the emulator writes the bytes and the disassembly before the return address. The default is off. | `DirectExecutionBackend.cs`, `DirectExecutionBackend.Imports.cs`, `DirectExecutionBackend.Diagnostics.cs` |
| `SHARPEMU_RTC_PROBE_RANGE` | hex address range (`start-end`) | Set a range of guest addresses. When a caller of `sceRtcGetCurrentTick` returns into this range, the emulator writes 0x100 bytes of code near that return address. It does this one time only. | `RtcExports.cs` |
| `SHARPEMU_TRACE_AGC_EQ_ACCESSORS` | `1` | Set to `1` to write an `agc.eq_accessor` line for calls to the AGC event accessor functions. Each line shows the accessor, the event address, the result and the event bytes. After 64 lines, the emulator writes only at power-of-two counts. | `AgcExports.Events.cs` |
| `SHARPEMU_TRACE_DCC_WRITERS` | `1` | Writes a `[GPU][DCC_WRITER]` line with the shader program and a call stack for each GPU buffer write that overlaps DCC metadata. It also writes `[GPU][BOUNDED_FILL_REFUSED]` lines when a fill shader is not changed into a buffer fill. Each kind writes a maximum of 64 lines. | `DccWriterTrace.cs` |
| `SHARPEMU_TRACE_FOCUSED_CONTINUATION` | `1` | Set to `1` to write `focused_continuation` lines for guest thread continuations. The emulator writes a line only when the stack pointer is in the range 0x6FFFAC000000 to 0x6FFFAC200000. | `DirectExecutionBackend.cs` |
| `SHARPEMU_TRACE_FRAME_PACKETS` | `1` | Writes a `[FRAMEPKT]` line at a flip with the draw count and the dispatch count of the frame. It shows the first 8 flips, each 60th flip, and each flip that has no draws. Default is off. | `AgcExports.CommandStream.cs` |
| `SHARPEMU_TRACE_GPU_MEMORY_ADDRESS` | hex address or `auto` | Writes `[GPU][MEMORY_TRACE]` lines for GPU memory events that touch the page of the given address. The value `auto` selects the page of the first device-address fault. Default is off. | `GuestGpuMemoryHook.cs` |
| `SHARPEMU_TRACE_GPU_READS` | `1` | Writes a `[GPU][SYNC_READ]` line with the shader hash, the stage and the address when a shader resource read must wait for GPU-written memory. It writes one line for each shader and page, and a maximum of 64 lines. | `GpuReadTrace.cs`, `VulkanVideoPresenter.Pipelines.cs` |
| `SHARPEMU_TRACE_GUEST_IMAGES` | `1`, `present` or `every:N[@M]` | `1` and `present` write Vulkan present trace lines (`vk.present_taken`, `vk.present_dropped`, `vk.present_sample`) and up to 64 Metal `agc.texture_fallback` lines. The code reads the `every:N[@M]` form, but no code uses the result. Default is off. | `VulkanVideoPresenter.Draws.Recording.cs`, `VulkanVideoPresenter.Present.cs`, `MetalTextureSnapshots.cs` |
| `SHARPEMU_TRACE_GUEST_IMAGE_ADDRS` | list of hex addresses or `*` | The guest image write tracker writes `[WT][LIFETIME]` lines for each tracked range that contains a listed address. `*` selects all ranges. The Vulkan presenter also reads the list, but no code uses that filter. | `GuestImageWriteTracker.cs`, `VulkanVideoPresenter.Draws.Recording.cs` |
| `SHARPEMU_TRACE_GUEST_IMAGE_FORMAT` | text (Vulkan format name) | Effect not clear from the code. The Vulkan presenter keeps the name for an image filter that compares the image format, but no code calls the filter. | `VulkanVideoPresenter.Draws.Recording.cs` |
| `SHARPEMU_TRACE_GUEST_IMAGE_HEIGHT` | number | Effect not clear from the code. The Vulkan presenter keeps the number for an image filter that compares the image height, but no code calls the filter. | `VulkanVideoPresenter.Draws.Recording.cs` |
| `SHARPEMU_TRACE_GUEST_IMAGE_WIDTH` | number | Effect not clear from the code. The Vulkan presenter keeps the number for an image filter that compares the image width, but no code calls the filter. | `VulkanVideoPresenter.Draws.Recording.cs` |
| `SHARPEMU_TRACE_GUEST_MEMORY_LIFETIME` | list of source names or `*` | The guest image write tracker writes `[WT][LIFETIME]` lines for each tracked range that has a listed source name. Use a comma or a semicolon between names. `*` selects all sources. | `GuestImageWriteTracker.cs` |
| `SHARPEMU_TRACE_GUEST_WRITES` | list of hex addresses or `*` | Effect not clear from the code. The Vulkan presenter reads the list in an address filter for guest image writes, but no code calls the filter. | `VulkanVideoPresenter.Draws.Recording.cs` |
| `SHARPEMU_TRACE_PACKED_EXPORT` | `1` | The SPIR-V translator writes `[AGC][PACKED-EXPORT]` and `[AGC][TITLE-IR]` lines for packed export analysis. It does this only for the shader program at address 0x0000000500781200. Default is off. | `Gen5SpirvTranslator.cs` |
| `SHARPEMU_TRACE_PRESENTED_GUEST_IMAGE_ADDRS` | list of hex addresses or `*` | Writes a `vk.present_sample` trace line when the presenter shows a guest image at a listed address. It records the first presentation of each address unless `SHARPEMU_TRACE_PRESENTED_GUEST_IMAGE_OCCURRENCE` is set. | `VulkanVideoPresenter.Draws.Recording.cs`, `VulkanVideoPresenter.RenderLoop.cs` |
| `SHARPEMU_TRACE_PRESENTED_GUEST_IMAGE_OCCURRENCE` | number | Selects which presentation of an address in `SHARPEMU_TRACE_PRESENTED_GUEST_IMAGE_ADDRS` the presenter records. Default is 0, which selects the first presentation. | `VulkanVideoPresenter.Draws.Recording.cs` |
| `SHARPEMU_TRACE_TITLE_INTERFACE` | `1` | The SPIR-V translator writes `[AGC][TITLE-INTERFACE]` lines with the export and interpolation instructions of a shader. It does this only for the programs at addresses 0x0000000500780000 and 0x0000000500781200. | `Gen5SpirvTranslator.cs` |
| `SHARPEMU_TRACE_WRITER_ADDRESS` | hex address | Writes a `[GPU][TARGET_WRITER]` line with the shader program and a call stack for each GPU buffer write that covers this guest address. It writes a maximum of 64 lines. Default is off. | `DccWriterTrace.cs` |
## Data dumps
Each variable writes data to files.
| Variable | Value | Function | Code that reads it |
| --- | --- | --- | --- |
| `SHARPEMU_DUMP_FAULT_STACK_WINDOW` | `1` | Writes the full stack window from RSP-0x300 to RSP+0x100 to the error output when a guest fault report occurs. The default writes only the short stack list. | `DirectExecutionBackend.Exceptions.cs` |
| `SHARPEMU_DUMP_FIXED_SOLID_FRAGMENT` | path | The Vulkan presenter reads the value into a field. No code uses the field, so the variable has no effect. | `VulkanVideoPresenter.Draws.Recording.cs` |
| `SHARPEMU_DUMP_SPIRV_ADDRESS` | hex address | Limits the shader dump of `SHARPEMU_DUMP_SPIRV=1` to the shader at this guest address. The default writes all shaders. | `ShaderProgramCache.cs` |
| `SHARPEMU_DUMP_VIDEOOUT` | `1` | Writes submitted VideoOut frame buffers as BMP files with a text metadata file. It writes a maximum of 8 frames and skips a frame that did not change. | `VideoOutExports.cs`, `VideoOutExports.FlipRequests.cs` |
| `SHARPEMU_GUEST_IMAGE_DUMP_CONTINUOUS` | `1` | Writes a swapchain dump for each presented frame, not only for the first one. It needs `SHARPEMU_GUEST_IMAGE_DUMP_DIR` and an active presented-image trace. Each dump waits for the GPU, so the frame rate decreases. | `VulkanVideoPresenter.Present.Frames.cs` |
| `SHARPEMU_GUEST_IMAGE_DUMP_DIR` | path | Sets the directory for raw swapchain dumps. The presenter writes `present-NNNN-WxH-format.bgra` files there when `SHARPEMU_TRACE_GUEST_IMAGES` is `1` or `present`. The presenter makes the directory if it is absent. | `VulkanVideoPresenter.Present.Frames.cs` |
| `SHARPEMU_LOG_DISASM_ADDRS` | list of hex addresses | Adds more addresses to the fault disassembly dump. Use a comma between the addresses. The emulator uses this list only when `SHARPEMU_LOG_DISASM` is `1`, and it shows 48 instructions for each address. | `DirectExecutionBackend.Exceptions.cs` |
| `SHARPEMU_LOG_DISASM` | `1` | Writes guest disassembly to stderr when a guest fault, an abort or an illegal instruction occurs. It shows the code before the fault address, before the stack return address and before three frame return addresses. | `DirectExecutionBackend.Exceptions.cs` |
| `SHARPEMU_LOG_IL2CPP_EXCEPTION` | `1` | Writes a diagnostic dump when the guest calls the unresolved import with NID `cfwBSQyr5Ys`. The dump shows the registers, the code pointers on the stack and the frame pointer chain. The emulator writes a maximum of 4 dumps. | `DirectExecutionBackend.Imports.cs` |
| `SHARPEMU_LOG_POINTER_WINDOWS` | list of hex addresses | Writes a memory window for each address when a guest access fault occurs. Use a comma between the addresses. The window size is 0x80 bytes unless `SHARPEMU_LOG_POINTER_WINDOW_SIZE` sets a different size. | `DirectExecutionBackend.Exceptions.cs` |
| `SHARPEMU_SHADER_SPIRV_DUMP_DIR` | path | Set a directory for shader dumps. When set, the Vulkan presenter writes each SPIR-V module to a numbered `.spv` file. The `SHARPEMU_DUMP_SPIRV=1` dumps also use this directory. Their default is `shader-dumps` next to the executable. | `VulkanVideoPresenter.Pipelines.cs`, `ShaderProgramCache.cs`, `VulkanVideoPresenter.Device.Setup.cs` |
| `SHARPEMU_SWAPCHAIN_DUMP_EVERY` | number (frames) | Set a number N to trace the presented swapchain image at each Nth present. This operates only when `SHARPEMU_TRACE_GUEST_IMAGES` is `1` or `present`. The default is 0, which traces only the first presented image. | `VulkanVideoPresenter.Present.Frames.cs`, `VulkanVideoPresenter.Draws.Recording.cs` |
## Performance measurement
Each variable records timings or counts.
| Variable | Value | Function | Code that reads it |
| --- | --- | --- | --- |
| `SHARPEMU_LOG_AUDIO_QUEUE` | `1` | Writes one `[PERF][AUDIO]` line per second for each SDL audio stream. The line shows the queue depth in milliseconds, the submit rate, the fill percentage and the drops. The emulator reads the value one time at start. | `SdlHostAudio.cs` |
| `SHARPEMU_PERF_HLE_NODICT` | `1` | Use with `SHARPEMU_PERF_HLE=1`. Set to `1` to stop the call count dictionary and the top call count report. The dispatch time report stays on. | `DirectExecutionBackend.Diagnostics.cs` |
| `SHARPEMU_PERF_HLE` | `1` | Set to `1` to measure the time of each HLE import dispatch. After each 500000 calls, the emulator writes `[PERF][HLE]` lines with the call counts and the cost of the top exports. The default is off. | `DirectExecutionBackend.Diagnostics.cs`, `DirectExecutionBackend.Imports.cs` |
| `SHARPEMU_PERF_MEM` | `1` | Set to `1` to count the POSIX fault signals that the signal handler receives. The emulator writes a `[PERF][MEM] posix_faults` line after each 100000 signals. This has an effect only on POSIX hosts. | `DirectExecutionBackend.PosixSignals.cs` |
| `SHARPEMU_PROFILE_DCB_PARSE` | `1` | Set to `1` to measure the time to parse draw command buffers. The emulator writes `[PERF][DCB_PARSE]` lines. `SHARPEMU_PROFILE_PERFORMANCE=1` also starts this profile. | `DcbParseProfile.cs` |
| `SHARPEMU_PROFILE_DCB_SUBMISSION` | `1` | Set to `1` to measure command buffer submission and geometry snapshot work. The emulator writes `[PERF][DCB_SUBMIT]`, `[PERF][VERTEX_SNAPSHOT]` and `[PERF][SNAPSHOT_PREPASS]` lines. `SHARPEMU_PROFILE_PERFORMANCE=1` also starts this profile. | `DcbSubmissionProfile.cs` |
| `SHARPEMU_PROFILE_GPU_DRAWS` | `1` | Use with the render profile. Writes a GPU timestamp after each draw and dispatch, so that the `[PERF][GPU_INTERVAL]` lines give the GPU time of each pipeline. The default writes only two timestamps for each submission for the `[PERF][GPU_BUSY]` lines, because one timestamp for each draw can change the GPU time. | `VulkanCommandProfile.cs` |
| `SHARPEMU_PROFILE_GUEST_IMAGE_TRACKER` | `1` | Set to `1` to record counters for the guest image write tracker. The emulator writes `[PERF][GUEST_IMAGE_TRACKER]` and `[PERF][GUEST_IMAGE_TRACKER_RANGE]` lines. `SHARPEMU_PROFILE_PERFORMANCE=1` also starts this profile. | `GuestImageWriteTracker.cs` |
| `SHARPEMU_PROFILE_GUEST_RIP_INTERVAL_MS` | number (milliseconds) | Set the time between samples of the guest code profiler. The value must be more than 0. The default is 2. | `DirectExecutionBackend.GuestSampler.cs` |
| `SHARPEMU_PROFILE_GUEST_RIP_REPORT_S` | number (seconds) | Set the time between reports of the guest code profiler. The value must be more than 0. The default is 15. | `DirectExecutionBackend.GuestSampler.cs` |
| `SHARPEMU_PROFILE_GUEST_RIP_THREAD` | text | Set a text filter for the guest code profiler. The profiler samples only guest threads whose name contains this text. The comparison ignores case. When unset, the profiler samples all guest threads. | `DirectExecutionBackend.GuestSampler.cs` |
| `SHARPEMU_PROFILE_GUEST_RIP` | `1` | Set to `1` to start a sample profiler for guest code. The profiler records the instruction address of each guest thread and writes `[PERF][GUEST]` reports. The default is off. | `DirectExecutionBackend.GuestSampler.cs`, `DirectExecutionBackend.Imports.cs` |
| `SHARPEMU_PROFILE_GUEST_SCHEDULER` | `1` | Set to `1` to record guest thread scheduler statistics. The emulator writes `[PERF][GUEST_SCHED]` lines. With `SHARPEMU_PROFILE_PERFORMANCE_FRAME_TRACE=1`, it also records guest thread flow events. `SHARPEMU_PROFILE_PERFORMANCE=1` also starts this profile. | `DirectExecutionBackend.GuestSchedulerProfile.cs`, `GuestThreadFlowProfile.cs` |
| `SHARPEMU_PROFILE_RENDER_REPORT_S` | number (seconds) | Set the time between render profile reports. The value can be a decimal number and must be more than 0. The default is 5. | `RenderPhaseProfile.cs` |
| `SHARPEMU_PROFILE_RENDER` | `1` | Set to `1` to measure the time of each render thread phase. The emulator writes `[PERF][RENDER]`, `[PERF][RENDER_MS]` and related lines. With `SHARPEMU_PROFILE_PERFORMANCE_FRAME_TRACE=1`, it also records GPU memory access counters. `SHARPEMU_PROFILE_PERFORMANCE=1` also starts this profile. | `RenderPhaseProfile.cs`, `GpuMemoryAccessProfile.cs` |
| `SHARPEMU_PROFILE_SYNC_ON_ADDRESS` | `1` | Set to `1` to start the detailed sync-on-address profile. The emulator also records the guest call stack for each wait and wake call. It writes `[PERF][SYNC_ADDR]` and `[PERF][SYNC_THREAD]` lines. `SHARPEMU_PROFILE_PERFORMANCE=1` starts the profile without the call stack. | `KernelSyncOnAddressProfile.cs`, `KernelSyncOnAddressCompatExports.cs` |
| `SHARPEMU_PROFILE_TEXTURE_PREPARATION` | `1` | Set to `1` to measure texture preparation work. The emulator writes `[PERF][TEXTURE_PREP]` lines. `SHARPEMU_PROFILE_PERFORMANCE=1` also starts this profile. | `TexturePreparationProfile.cs` |
## Internal
The emulator sets these variables for its own processes. Do not set them manually.
| Variable | Value | Function | Code that reads it |
| --- | --- | --- | --- |
| `SHARPEMU_MITIGATED_CHILD` | `1` | The Windows launcher sets this variable to 1 when it starts the child process with CFG and CET mitigations off. The child accepts the `--sharpemu-mitigated-child` argument only when the value is 1. Do not set it manually. | `Program.cs`, `EmulatorProcess.cs` |
## Tests and tools
Only the tests, the scripts or the build tools read these variables.
| Variable | Value | Function | Code that reads it |
| --- | --- | --- | --- |
| `SHARPEMU_BACKING_VIEW_FAULT_WORKER` | `1` | The backing view fault test sets this for its child process. The value `1` tells the child to do the fault sequence. Do not set it manually. | `BackingViewFaultTests.cs`, `GuestFaultWorker.cs` |
| `SHARPEMU_BUFFER_FAULT_WORKER` | `1` | The guest buffer fault test sets this for its child process. The value `1` tells the child to do the fault sequence. Do not set it manually. | `GuestBufferFaultTests.cs`, `GuestFaultWorker.cs` |
| `SHARPEMU_FAULT_WORKER_REPORT` | path | The fault test parent sets this to a temporary file path for its child process. The child writes its result (`completed` or `skipped`) to this file. When unset, the child writes the result to the error stream. | `GuestFaultWorker.cs` |
| `SHARPEMU_IMAGE_FAULT_WORKER` | `1` | The guest image fault test sets this for its child process. The value `1` tells the child to do the fault sequence. Do not set it manually. | `GuestImageFaultTests.cs`, `GuestFaultWorker.cs` |
| `SHARPEMU_NATIVE_RETURN_SMOKE_WORKER` | `1` | The native return smoke test sets this for its child process. The value `1` tells the child to run the synthetic guest entry. Do not set it manually. | `Gen5NativeReturnSmokeTests.cs` |
| `SHARPEMU_SOCKET_CONNECTION_TEST_WORKER` | `1` | The kernel socket connection test sets this for its child process. The value `1` tells the child to do the connect sequence. Do not set it manually. | `KernelSocketConnectionTests.cs` |
| `SHARPEMU_TEST_REFERENCE_SPIRV_DIR` | path | Sets the directory that contains the reference compiled shader files for the GPU image tests. The tests make sure that each file has the recorded SHA-256 hash. When unset, these tests skip the reference comparison. | `ImageTestHarness.cs` |
| `SHARPEMU_TEST_REQUIRE_DEVICE` | `1` | Makes a GPU test fail when a Vulkan or Metal device or a device feature is missing. Default is to skip the test. | `ImageTestHarness.cs`, `MetalRuntimeTests.cs` |
| `SHARPEMU_TEST_REQUIRE_REFERENCE_SPIRV` | `1` | Makes a test fail when a reference shader file, its directory, or a necessary device is missing. Default is to skip the test. | `ImageTestHarness.cs`, `GuestFaultWorker.cs` |
| `SHARPEMU_TEST_VK_VALIDATION` | `1` | Loads the Vulkan validation layer in the headless test device and prints the validation messages. Default is off. | `HeadlessVulkan.cs` |
| `SHARPEMU_THREAD_CONTEXT_TEST_WORKER` | `1` | The Windows thread context capture test sets this for its child process. The value `1` tells the child to do the capture sequence. Do not set it manually. | `WindowsThreadContextCaptureTests.cs`, `GuestFaultWorker.cs` |
| `SHARPEMU_UPDATE_GOLDENS` | `1` | Makes the Metal golden tests write the generated shader text to the golden files in the source tree. Default is to compare the generated text with the golden files. | `MslGoldenTests.cs` |
## Variables that the code reads but does not use
The code reads these variables into a field or a filter. No other code uses that field or filter.
Thus they have no effect, or only a part of their function operates. The rows above give the details.
"Options.Env.StrictCompute.Desc":"التوقف عند رفض مظللات الحوسبة والرسم (افتراضي).\nأوقف الخيار لتخطي العمل المتأثر. قد تظهر صور مفقودة أو أخطاء أو توقفات. أعد تشغيل اللعبة بعد التغيير.",
"Options.Env.PerformanceProfile.Desc":"سجّل أزمنة الأداء ومعدل FPS من التشغيل التالي للعبة.\nقد يقلل هذا من الأداء.",
"Options.Env.PerformanceFrameTrace.Desc":"احتفظ بآخر 4,096 فاصل عرض واكتبها في السجل عند الإغلاق.\nيتطلب تسجيل الأداء. أغلق اللعبة بشكل طبيعي لحفظ التتبع.",
"Options.OverlayEnabled.Label":"عرض الأداء",
"Options.OverlayEnabled.Desc":"عرض إحصاءات الأداء. يبدّل F1 العرض لهذه الجلسة فقط. يبدأ العرض مخفيًا عند ضبط SHARPEMU_OVERLAY=0.",
"Options.OverlayMode.Label":"نمط العرض",
"Options.OverlayMode.Desc":"يعرض الكامل جميع العدادات. يعرض المختصر وشريط العنوان FPS واستخدام CPU وGPU والوقت المنقضي. يُقاس GPU لكل عملية في Windows؛ وإلا يظهر N/A.",
"Options.OverlayCorner.Label":"زاوية الشاشة",
"Options.OverlayCorner.Desc":"اختر الزاوية المحفوظة. يغيّر F2 الزاوية لهذه الجلسة فقط. لا ينقل إحصاءات شريط العنوان.",
"Launch.CustomEnv.Desc":"أدخل متغير بيئة واحدًا في كل سطر بصيغة NAME=VALUE. القيم المخصصة تتجاوز إعدادات الواجهة وإعدادات اللعبة التي تحمل الاسم نفسه.",
"Launch.CustomEnv.Documentation":"عرض متغيرات البيئة غير الموثقة ↗",
"Launch.CustomEnv.Invalid":"متغير بيئة غير صالح: {0}",
"Launch.CustomEnv.SavedGame":"تم الحفظ لهذه اللعبة.",
"Launch.CustomEnv.SavedGlobal":"تم الحفظ بشكل عام.",
"Launch.Stop":"■ إيقاف",
"Launch.Running":"قيد التشغيل — {0}",
"Launch.Stopping":"جارٍ الإيقاف...",
@ -140,13 +174,12 @@
"Options.Env.LogDirectMemory.Desc":"تسجيل تخصيصات الذاكرة المباشرة وإخفاقاتها في وحدة التحكم.\nاستخدمه عندما تنهار لعبة أو تُغلق أثناء الإقلاع.",
"Options.Env.LogIo.Desc":"تسجيل فتح الملفات وقراءتها وحلّ المسارات في وحدة التحكم.\nاستخدمه عندما لا تجد لعبة ملفات بياناتها أثناء الإقلاع.",
"Options.Env.LogNp.Desc":"تسجيل نداءات مكتبة NP (شبكة PlayStation) في وحدة التحكم.",
"Options.Env.GuestImageCpuSync.Desc":"إعادة رفع أسطح الضيف التي تعيد كتابتها شيفرة المعالج الخاصة باللعبة.\nاتركه مغلقًا عادة. شغّله للألعاب التي لا تصل أسطحها المرسومة بالمعالج إلى الشاشة.\nيكلّف أداءً ويسبب مشاكل في بعض الألعاب مثل GTA V.",
"Options.Env.Group.Debug":"تصحيح الأخطاء",
"Options.Env.Group.General":"عام",
"Options.Env.RenderDoc.Desc":"يحمّل واجهة RenderDoc داخل التطبيق حتى يمكن التقاط الإطارات من داخل المحاكي.\nاضغط F12 أثناء تشغيل اللعبة لالتقاط إطار واحد؛ تُحفظ اللقطات في user/logs/capture_logs/<TITLE_ID>.\nيتطلب تثبيت RenderDoc. يبطئ وحدة معالجة الرسوميات ويسبب تعليق بعض الألعاب، لذا اتركه معطلاً ما لم تكن تصحح الأخطاء.",
"Options.Env.DisableVkImplicitLayers.Desc":"عند تفعيل RenderDoc، قد تتسبب التراكبات الأخرى المتعارضة في فقدان الجهاز. قد يؤدي تفعيل هذا الخيار إلى حل المشكلة.",
"Common.Save":"حفظ",
"Common.Cancel":"إلغاء",
"PerGame.Title":"إعدادات خاصة باللعبة — {0} ({1})",
"PerGame.InheritNote":"الصفوف غير المحددة ترث الإعدادات الافتراضية العامة.",
"PerGame.EnvToggles.Label":"مفاتيح البيئة",
"PerGame.EnvToggles.Desc":"تجاوز المجموعة العامة من مفاتيح SHARPEMU_* لهذه اللعبة.",
"Options.RenderResolution.Desc":"تصيير الأهداف خارج الشاشة بدقة أقل من الدقة الأصلية ثم رفع دقتها عند العرض. تمنح القيم الأقل مساحة أكبر لوحدة معالجة الرسوميات مقابل جودة الصورة؛ يُطبق عند التشغيل التالي.",
"Options.RenderResolution.Native":"100% (أصلية)",
"Options.WindowMode.Label":"وضع النافذة",
"Options.WindowMode.Desc":"نافذة عادية، أو سطح مكتب بلا حدود، أو ملء شاشة حصري.",
"Options.WindowMode.Windowed":"نافذة",
@ -199,5 +234,10 @@
"Options.VSync.Desc":"استخدام عرض FIFO لإخراج خالٍ من تمزق الصورة.",
"Options.Hdr.Label":"إخراج HDR",
"Options.Hdr.Desc":"استخدام HDR عندما تدعمه الشاشة المحددة وواجهة الرسومات. يعود الوضع التلقائي إلى SDR.",
"Options.Env.BinkPlayback.Desc":"يقوم Host بتشغيل فيديوهات Bink عبر جسر FFmpeg، لكن قد تظهر مشكلات في بعض الألعاب.\nيستخدم Guest وحدة فك الترميز الخاصة بمحرك اللعبة.\nيتخطى Skip فيديوهات Bink، مما قد يجعل التطوير أسهل.",
"Options.Env.Desc":"İşə salınarkən emulyatora mühit dəyişənləri kimi ötürülən parametrlər.",
"Options.Env.Bthid.Desc":"Sükan/FFB üçün aralıq proqram təminatı fasiləsiz sorğu göndərən oyunlarda Bluetooth HID əlçatmaz kimi bildirilsin.\nAdətən söndürülmüş saxlayın. İlkin hazırlıq uğursuz olduqda bəzi oyunlar donur.",
"Options.Env.LoopGuard.Desc":"Eyni çağırışı həddindən artıq uzun müddət təkrarlayan oyunlar məcburi bağlanmasın.\nOyun yüklənərkən öz-özünə bağlanırsa, bunu sınayın.",
"Options.Env.WritableApp0.Desc":"Oyunlara quraşdırıldıqları qovluqda fayl yaratmağa və yazmağa icazə verilsin.\nYadda saxlanan oyun və ya konfiqurasiya məlumatlarını /app0 daxilinə yazan paketlənməmiş oyun nüsxələri üçün lazımdır.",
"Options.Env.DumpSpirv.Desc":"AGC kölgələndiricilərini və onların SPIR-V formasına çevrilmiş nüsxələrini shader-dumps qovluğuna yazın.\nKölgələndirici və ya təsvirin yaradılması ilə bağlı xətaları bildirərkən istifadə edin.",
"Options.Env.LogDirectMemory.Desc":"Birbaşa yaddaş ayırmalarını və uğursuzluqları konsola yazın.\nOyun başlanarkən qəfil dayandıqda və ya bağlandıqda istifadə edin.",
"Options.Env.LogIo.Desc":"Faylların açılması, oxunması və yolların müəyyənləşdirilməsi əməliyyatlarını konsola yazın.\nOyun başlanarkən məlumat fayllarını tapa bilmədikdə istifadə edin.",
"Options.Env.LogNp.Desc":"NP (PlayStation Network) kitabxanasına edilən çağırışları konsola yazın.",
"Options.Env.RenderDoc.Desc":"Kadrları emulyatorun daxilindən çəkmək üçün RenderDoc tətbiqdaxili API-sini yükləyin.\nOyun işləyərkən bir kadr çəkmək üçün F10 düyməsini basın; çəkilən kadrlar user/logs/capture_logs/<TITLE_ID> qovluğunda saxlanılır.\nRenderDoc quraşdırılmalıdır. GPU-nu ləngidir və bəzi oyunların donmasına səbəb olur, buna görə xətaları araşdırmadıqda söndürülmüş saxlayın.",
"Options.Env.DisableVkImplicitLayers.Desc":"RenderDoc aktiv olduqda digər ziddiyyətli overlay-lər device loss-a səbəb ola bilər. Bu seçimi aktivləşdirmək problemi həll edə bilər.",
"Options.Env.GuestImageCpuSync.Desc":"Emulyasiya olunan sistemdə oyunun öz CPU kodunun yenidən yazdığı təsvir səthlərini təkrar yükləyin.\nAdətən söndürülmüş saxlayın. CPU ilə çəkilən səthləri ekranda görünməyən oyunlar üçün aktivləşdirin.\nPerformansı azaldır və GTA V kimi bəzi oyunların işini pisləşdirir.",
"Options.Env.ForceSubmitOrphanPreambles.Desc":"GPU əmr buferlərinin giriş əmrlərini hədəf növbəsi onları qəbul etmədikdə belə ötürün.\nAdətən söndürülmüş saxlayın. Heç vaxt siqnal verməyən GPU sinxronlaşdırma səddini gözləyərkən donan oyunlar üçün aktivləşdirin.",
"Options.Console.Language.Desc":"Oyunlara bildirilən sistem dili.",
"Options.RenderResolution.Label":"Daxili təsvir ölçüsü",
"Options.RenderResolution.Desc":"Ekrandan kənar təsvir hədəflərini ilkin ölçüdən aşağı ölçüdə yaradıb göstərərkən böyüdün. Aşağı dəyərlər təsvir keyfiyyətini azaldaraq GPU yükünü yüngülləşdirir; növbəti işə salınmada qüvvəyə minir.",
"Options.RenderResolution.Native":"100% (ilkin)",
"Options.WindowMode.Label":"Pəncərə rejimi",
"Options.WindowMode.Desc":"Adi pəncərə, iş masasını tutan çərçivəsiz pəncərə və ya eksklüziv tam ekran.",
"Options.WindowMode.Windowed":"Pəncərəli",
"Options.WindowMode.Borderless":"Çərçivəsiz",
"Options.WindowMode.Exclusive":"Eksklüziv",
"Options.Resolution.Label":"Təsvir ölçüsü",
"Options.Resolution.Desc":"Pəncərənin başlanğıc ölçüsü və ya eksklüziv tam ekranın təsvir ölçüsü.",
"Options.Display.Label":"Ekran",
"Options.Display.Desc":"Pəncərənin mərkəzə yerləşdirilməsi və tam ekran üçün istifadə olunan monitor.",
"Options.RefreshRate.Label":"Yenilənmə tezliyi",
"Options.RefreshRate.Desc":"Eksklüziv tam ekranın yenilənmə tezliyi. Avtomatik seçim ən yaxın rejimi seçir.",
"Options.RefreshRate.Automatic":"Avtomatik",
"Options.Scaling.Label":"Miqyaslama",
"Options.Scaling.Desc":"Emulyasiya olunan sistemin ilkin təsvirini daxili ölçüsünü dəyişmədən miqyaslayın.",
"Options.Scaling.Fit":"Sığdır",
"Options.Scaling.Cover":"Tam ört",
"Options.Scaling.Stretch":"Dart",
"Options.Scaling.Integer":"Tam ədəd əmsalı ilə",
"Options.VSync.Label":"VSync",
"Options.VSync.Desc":"Təsvirin parçalanmadan göstərilməsi üçün FIFO təqdimatından istifadə edin.",
"Options.Hdr.Label":"HDR çıxışı",
"Options.Hdr.Desc":"Seçilmiş ekran və qrafik alt sistem dəstəklədikdə HDR istifadə edin. Avtomatik rejimdə dəstək yoxdursa, SDR istifadə olunur.",
"Options.Hdr.Auto":"Avtomatik",
"Options.Env.BinkPlayback.Label":"Bink video oynadılması",
"Options.Env.BinkPlayback.Desc":"Host Bink videolarını FFmpeg körpüsü vasitəsilə oynadır, lakin bəzi oyunlarda problemlər yarana bilər.\nGuest oyunun öz dekoderindən istifadə edir.\nSkip Bink videolarını ötürür və bu, inkişaf prosesini asanlaşdıra bilər.",
"Options.Env.BinkPlayback.Host":"Host (FFmpeg)",
"Options.Env.BinkPlayback.Guest":"Guest",
"Options.Env.BinkPlayback.Skip":"Skip",
"Options.CpuEngine.Label":"CPU icra mühərriki",
"Options.CpuEngine.Desc":"Oyun kodunu işlətmək üçün istifadə olunan icra mühərriki.",
"Options.CpuEngine.Native":"Birbaşa icra",
"Options.Strict.Label":"Dinamik kitabxana simvollarının ciddi yoxlanması",
"Options.Strict.Desc":"İdxal olunan simvol tapılmadıqda işə salınmanı dayandırın.",
"Options.LogFilePath.Default":"Fərdi yol yoxdur. Jurnallar emulyatorun yanındakı user/logs qovluğuna yazılır.",
"Options.LogFilePath.Select":"Seç…",
"Options.OverrideLogFile.Label":"Jurnal faylının yolunu olduğu kimi istifadə et",
"Options.OverrideLogFile.Desc":"Oyunun ID-sini və vaxt nişanını əlavə etmək əvəzinə fayl yolunu olduğu kimi istifadə edin.",
"Options.TitleMusic.Label":"Oyun musiqisi",
"Options.TitleMusic.Desc":"Kitabxanada seçilmiş oyunun önbaxış musiqisini təkrar səsləndirin.",
"Options.Discord.Label":"Discord vəziyyəti",
"Options.Discord.Desc":"İşləyən oyunu Discord profilinizdə göstərin.",
"Options.Language.Label":"Emulyatorun dili",
"Options.Language.Desc":"Başladıcı daxilində istifadə olunan dil. Dərhal tətbiq olunur.",
"Common.On":"Aktiv",
"Common.Off":"Deaktiv",
"Common.Save":"Yadda saxla",
"Common.Cancel":"Ləğv et",
"Console.Title":"Konsol",
"Console.SearchWatermark":"Axtar...",
"Console.AutoScroll":"Avtomatik sürüşdürmə",
"Console.Split":"Böl",
"Console.Copy":"Kopyala",
"Console.Clear":"Təmizlə",
"Console.WindowTitle":"SharpEmu konsolu",
"Launch.NoGameSelected":"Oyun seçilməyib",
"Launch.NoGameHint":"Kitabxanadan oyun seçin və ya birbaşa eboot.bin faylını açın.",
"Launch.Idle":"Gözləmədə",
"Launch.Console":"≡ Konsol",
"Launch.Launch":"▶ İşə sal",
"Launch.Stop":"■ Dayandır",
"Launch.Running":"İşləyir: {0}",
"Launch.Stopping":"Dayandırılır…",
"Launch.Exited":"{0} kodu ilə bağlandı ({1})",
"Launch.ExeNotFound":"SharpEmu icra faylı tapılmadı. Əvvəlcə SharpEmu.CLI layihəsini yığın (dotnet build).",
"Launch.LogFile":"Jurnal faylı: {0}",
"Launch.Command":"$ SharpEmu {0}",
"Launch.StartFailed":"Emulyatoru işə salmaq mümkün olmadı: {0}",
"Launch.ProcessExited":"Proses {0} kodu ilə bağlandı ({1}).",
"Exit.Ok":"Uğurlu",
"Exit.InvalidArguments":"yanlış arqumentlər",
"Exit.EbootNotFound":"eboot tapılmadı",
"Exit.RuntimeException":"icra zamanı istisna",
"Options.CrashDump.Label":"Qəza yaddaş faylları",
"Options.CrashDump.Desc":"Qəza yaddaş fayllarını icra jurnalının yanında saxla (yalnız Windows x64). Fayllar böyük ola və şəxsi məlumatlar ehtiva edə bilər.",
"Options.Env.PerformanceProfile.Desc":"Növbəti oyun başladıqda performans vaxtlarını və FPS-i jurnala yaz.\nBu, performansı azalda bilər.",
"Options.Env.PerformanceFrameTrace.Desc":"Son 4 096 təqdimat intervalını saxla və oyun bağlandıqda jurnala yaz.\nPerformans profilləşdirilməsi tələb olunur. İzi saxlamaq üçün oyunu normal qaydada bağlayın.",
"Options.Env.StrictCompute.Desc":"Hesablama və çəkim üçün şeyderin rədd edilməsi yoxlamalarında dayan (standart).\nTəsirlənən əməliyyatları ötürmək üçün söndürün. Görüntülər itə, xətalar və ya donmalar baş verə bilər. Dəyişiklikdən sonra oyunu yenidən başladın.",
"Options.OverlayEnabled.Desc":"Performans statistikasını göstər. F1 cari icra üçün göstəriciləri açır və bağlayır. SHARPEMU_OVERLAY=0 onları başlanğıcda gizlədir.",
"Options.OverlayMode.Label":"Göstərmə rejimi",
"Options.OverlayMode.Desc":"Tam rejim bütün sayğacları göstərir. Minimal və başlıq sətri rejimləri FPS, CPU, GPU istifadəsini və keçən vaxtı göstərir. GPU istifadəsi Windows-da hər proses üçün ölçülür; digər sistemlərdə N/A göstərilir.",
"Options.OverlayCorner.Label":"Ekran küncü",
"Options.OverlayCorner.Desc":"Saxlanacaq küncü seçin. F2 yalnız cari icra üçün küncləri dəyişir. Bu, başlıq sətrindəki statistikanın yerini dəyişmir.",
"Options.Env.StrictCompute.Desc":"Parar nas rejeições de shaders de cálculo e desenho (padrão).\nDesative para ignorar o trabalho afetado. Podem ocorrer imagens ausentes, erros ou travamentos. Reinicie o jogo após uma alteração.",
"Options.Env.PerformanceProfile.Desc":"Registre os tempos de desempenho e FPS a partir da próxima execução do jogo.\nIsso pode reduzir o desempenho.",
"Options.Env.PerformanceFrameTrace.Desc":"Guarde os últimos 4.096 intervalos de apresentação e grave-os no log ao encerrar.\nRequer o perfil de desempenho. Feche o jogo normalmente para salvar o rastreamento.",
"Options.OverlayEnabled.Label":"Indicador de desempenho",
"Options.OverlayEnabled.Desc":"Mostrar estatísticas. F1 ativa ou oculta o indicador nesta sessão. SHARPEMU_OVERLAY=0 oculta o indicador ao iniciar.",
"Options.OverlayMode.Label":"Modo de exibição",
"Options.OverlayMode.Desc":"Completo mostra todos os contadores. Mínimo e Barra de título mostram FPS, CPU, uso da GPU e tempo. A GPU é medida por processo no Windows; nos outros sistemas, N/A.",
"Options.OverlayCorner.Label":"Canto da tela",
"Options.OverlayCorner.Desc":"Escolher o canto salvo. F2 muda de canto apenas nesta sessão. Não move as estatísticas da barra de título.",
"Options.OverlayMode.Full":"Completo",
"Options.OverlayMode.Minimal":"Mínimo",
"Options.OverlayMode.TitleBar":"Barra de título (mínimo)",
"Library.Empty.AddFolder":"+ Adicionar pasta do jogo",
"Library.Loading":"Carregando biblioteca…",
"Library.Stat.Version":"Versão",
"Library.Stat.Installed":"Instalado",
"Library.Stat.TitleId":"ID do título",
"Common.Back":"Voltar",
"Options.General":"Opções Gerais",
"Options.Logging":"Logs",
"Options.Env.Tab":"Ambiente",
"Options.Section.Environment":"VARIÁVEIS DE AMBIENTE",
"Options.Env.Desc":"Variáveis de ambiente passadas ao emulador durante a inicialização.",
@ -34,7 +55,10 @@
"Options.Env.DumpSpirv.Desc":"Extrai os shaders AGC e suas traduções SPIR-V para a pasta shader-dumps.\nUse ao reportar bugs de shader ou renderização.",
"Options.Env.LogDirectMemory.Desc":"Registra alocações de memória direta e falhas no console.\nUse quando um jogo aborta ou fecha durante a inicialização (boot).",
"Options.Env.LogNp.Desc":"Registra chamadas da biblioteca NP (PlayStation Network) no console.",
"Options.Env.GuestImageCpuSync.Desc":"Recarrega as superfícies do convidado que o próprio código de CPU do jogo reescreve.\nDeixe desativado normalmente. Ative para títulos cujas superfícies desenhadas pela CPU nunca chegam à tela.\nCusta desempenho e causa regressões em alguns títulos, como GTA V.",
"Options.Env.Group.Debug":"Depuração",
"Options.Env.Group.General":"Geral",
"Options.Env.RenderDoc.Desc":"Carrega a API in-application do RenderDoc para capturar frames de dentro do emulador.\nPressione F12 enquanto o jogo roda para capturar um frame; as capturas vão para user/logs/capture_logs/<TITLE_ID>.\nExige o RenderDoc instalado. Deixa a GPU mais lenta e trava alguns títulos, então mantenha desativado a menos que esteja depurando.",
"Options.Env.DisableVkImplicitLayers.Desc":"Quando o RenderDoc está ativado, outros overlays conflitantes podem causar device loss. Ativar esta opção pode corrigir o problema.",
"Options.Section.Emulation":"EMULAÇÃO",
"Options.Section.Logging":"LOGS",
"Options.Section.Launcher":"INICIALIZADOR",
@ -58,6 +82,8 @@
"Options.TraceImports.Label":"Limite de rastreamento de importações",
"Options.TraceImports.Desc":"Rastreia as primeiras N importações de cada módulo (0 = desativado).",
"Options.CrashDump.Label":"Despejos de falha",
"Options.CrashDump.Desc":"Salva despejos de falha ao lado do log da execução (somente Windows x64). Os arquivos podem ser grandes e conter dados privados.",
"Options.LogToFile.Label":"Salvar log em arquivo",
"Options.LogToFile.Desc":"Copia a saída do emulador para um arquivo de log.",
@ -95,6 +121,17 @@
"Launch.Idle":"Ocioso",
"Launch.Console":"≡ Console",
"Launch.Launch":"▶ Iniciar",
"Launch.CustomEnv":"Iniciar com variáveis de ambiente personalizadas",
"Launch.CustomEnv.Title":"Iniciar com variáveis de ambiente personalizadas",
"Launch.CustomEnv.Desc":"Digite uma variável de ambiente por linha no formato NOME=VALOR. Os valores personalizados substituem as configurações da GUI e específicas do jogo com o mesmo nome.",
"Launch.CustomEnv.Documentation":"Ver variáveis de ambiente não documentadas ↗",
"About.Discord.Desc":"Participe da comunidade, obtenha suporte e acompanhe o desenvolvimento.",
"About.GithubButton":"Contribua no GitHub!",
"About.DiscordComingSoon":"Em breve",
"About.DiscordButton":"Junte-se ao nosso Discord!",
"Library.Context.GameSettings":"Configurações do jogo…",
"Options.Env.WritableApp0.Desc":"Permite que os jogos criem e gravem arquivos dentro da própria pasta de instalação.\nNecessário para dumps não empacotados que gravam seus saves ou configurações em /app0.",
"Options.Env.LogIo.Desc":"Registra no console a abertura e leitura de arquivos e a resolução de caminhos.\nUse quando um jogo não encontrar seus arquivos de dados durante a inicialização.",
"Common.Save":"Salvar",
"Common.Cancel":"Cancelar",
"PerGame.Title":"Configurações por jogo — {0} ({1})",
"PerGame.InheritNote":"As linhas desmarcadas herdam os padrões globais.",
"PerGame.EnvToggles.Label":"Variáveis de ambiente",
"PerGame.EnvToggles.Desc":"Substitui o conjunto global de opções SHARPEMU_* para este jogo.",
"About.Github.LatestCommitLabel":"Último commit",
"About.Github.LatestCommitDescription":"Último commit na branch main",
"Updater.Auto.Label":"Verificar atualizações ao iniciar",
@ -173,11 +206,13 @@
"Updater.Status.ChecksumFailed":"A atualização baixada falhou na verificação SHA-256.",
"Updater.Status.Unsupported":"A atualização automática requer um build x64 para Windows, Linux ou macOS.",
"Options.Graphics":"Gráficos",
"Options.Console.Type.Label":"Console",
"Options.Console.Type.Desc":"Modelo de console informado aos jogos.",
"Options.Console.Language.Label":"Idioma do console",
"Options.Console.Language.Desc":"Idioma do sistema informado aos jogos.",
"Options.RenderResolution.Desc":"Renderiza alvos fora da tela abaixo da resolução nativa e amplia na apresentação. Valores menores trocam qualidade de imagem por folga da GPU; entra em vigor na próxima inicialização.",
"Options.WindowMode.Desc":"Janela normal, área de trabalho sem bordas ou tela cheia exclusiva.",
"Options.WindowMode.Windowed":"Em janela",
@ -200,5 +235,10 @@
"Options.VSync.Desc":"Usa apresentação FIFO para evitar cortes na imagem.",
"Options.Hdr.Label":"Saída HDR",
"Options.Hdr.Desc":"Usa HDR quando a tela selecionada e o backend gráfico oferecem suporte. O modo automático retorna ao SDR.",
"Options.Hdr.Auto":"Automático"
"Options.Hdr.Auto":"Automático",
"Options.Env.BinkPlayback.Label":"Reprodução de vídeo Bink",
"Options.Env.BinkPlayback.Desc":"Host reproduz vídeos Bink pela ponte FFmpeg, mas alguns jogos podem apresentar problemas.\nGuest usa o decodificador do próprio motor do jogo.\nSkip ignora os vídeos Bink, o que pode facilitar o desenvolvimento.",
"Options.Env.StrictCompute.Desc":"Bei Shader-Ablehnungen für Compute und Zeichenbefehle stoppen (Standard).\nAusschalten, um betroffene Arbeit zu überspringen. Fehlende Bilder, Fehler oder Stillstände sind möglich. Spiel nach Änderungen neu starten.",
"Options.Env.PerformanceProfile.Desc":"Leistungszeiten und FPS ab dem nächsten Spielstart protokollieren.\nDies kann die Leistung verringern.",
"Options.Env.PerformanceFrameTrace.Desc":"Die letzten 4.096 Präsentationsintervalle speichern und beim Beenden ins Protokoll schreiben.\nErfordert Leistungsprofilierung. Das Spiel normal schließen, um die Aufzeichnung zu speichern.",
"Options.OverlayEnabled.Desc":"Leistungsdaten anzeigen. F1 schaltet die Anzeige nur für diesen Lauf um. SHARPEMU_OVERLAY=0 blendet sie beim Start aus.",
"Options.OverlayMode.Label":"Anzeigemodus",
"Options.OverlayMode.Desc":"Vollständig zeigt alle Zähler. Minimal und Titelleiste zeigen FPS, CPU, GPU-Auslastung und Laufzeit. GPU-Auslastung gilt unter Windows pro Prozess; sonst N/A.",
"Options.OverlayCorner.Label":"Bildschirmecke",
"Options.OverlayCorner.Desc":"Gespeicherte Ecke wählen. F2 wechselt die Ecke nur für diesen Lauf. Die Titelleistenanzeige bleibt unverändert.",
"Options.TraceImports.Desc":"Die ersten N Imports pro Modul verfolgen (0 = aus).",
"Options.CrashDump.Label":"Absturzabbilder",
"Options.CrashDump.Desc":"Speichert Absturzabbilder neben dem Laufprotokoll (nur Windows x64). Die Dateien können groß sein und private Daten enthalten.",
"Launch.CustomEnv.Desc":"Gib pro Zeile eine Umgebungsvariable im Format NAME=WERT ein. Benutzerdefinierte Werte überschreiben gleichnamige GUI- und spielspezifische Einstellungen.",
"Options.Env.LogDirectMemory.Desc":"Direkte Speicherzuweisungen und Fehler in der Konsole protokollieren.\nVerwenden, wenn ein Spiel beim Start abbricht oder sich beendet.",
"Options.Env.LogIo.Desc":"Datei-Öffnen, -Lesen und Pfadauflösung in der Konsole protokollieren.\nVerwenden, wenn ein Spiel beim Start seine Datendateien nicht findet.",
"Options.Env.LogNp.Desc":"NP-Bibliotheksaufrufe (PlayStation Network) in der Konsole protokollieren.",
"Options.Env.GuestImageCpuSync.Desc":"Gast-Oberflächen neu hochladen, die der eigene CPU-Code des Spiels überschreibt.\nNormalerweise aus lassen. Für Titel aktivieren, deren CPU-gezeichnete Oberflächen nie auf dem Bildschirm erscheinen.\nKostet Leistung und verursacht bei einigen Titeln wie GTA V Regressionen.",
"Options.Env.Group.Debug":"Debug",
"Options.Env.Group.General":"Allgemein",
"Options.Env.RenderDoc.Desc":"Lädt die RenderDoc-In-Application-API, damit Frames aus dem Emulator heraus aufgezeichnet werden können.\nDrücke F12 während das Spiel läuft, um ein Frame aufzuzeichnen; Aufzeichnungen landen in user/logs/capture_logs/<TITLE_ID>.\nErfordert eine RenderDoc-Installation. Verlangsamt die GPU und lässt manche Titel hängen, lass es also aus, wenn du nicht debuggst.",
"Options.Env.DisableVkImplicitLayers.Desc":"Wenn RenderDoc aktiviert ist, können andere kollidierende Overlays einen Device Loss verursachen. Das Aktivieren dieser Option kann das Problem beheben.",
"Options.RenderResolution.Desc":"Offscreen-Ziele unterhalb der nativen Auflösung rendern und bei der Ausgabe hochskalieren. Niedrigere Werte tauschen Bildqualität gegen GPU-Reserven; wird beim nächsten Start wirksam.",
"Options.Env.BinkPlayback.Desc":"Host spielt Bink-Videos über die FFmpeg-Brücke ab, bei einigen Spielen können jedoch Probleme auftreten.\nGuest verwendet den spieleigenen Decoder.\nSkip überspringt Bink-Videos, was die Entwicklung erleichtern kann.",
"Options.Env.StrictCompute.Desc":"Stop ved shaderafvisninger for beregning og tegning (standard).\nSlå fra for at springe det berørte arbejde over. Manglende billeder, fejl eller stop kan forekomme. Genstart spillet efter en ændring.",
"Options.Env.PerformanceProfile.Desc":"Log ydelsestider og FPS fra næste spilstart.\nDette kan reducere ydelsen.",
"Options.Env.PerformanceFrameTrace.Desc":"Gem de sidste 4.096 præsentationsintervaller, og skriv dem til loggen ved afslutning.\nKræver ydelsesprofilering. Luk spillet normalt for at gemme sporingen.",
"Options.OverlayEnabled.Label":"Ydelsesvisning",
"Options.OverlayEnabled.Desc":"Vis ydelsesdata. F1 slår visningen til eller fra i denne session. SHARPEMU_OVERLAY=0 skjuler den ved start.",
"Options.OverlayMode.Label":"Visningstilstand",
"Options.OverlayMode.Desc":"Fuld viser alle tællere. Minimal og Titellinje viser FPS, CPU, GPU-forbrug og forløbet tid. GPU-forbrug måles pr. proces i Windows; ellers N/A.",
"Options.OverlayCorner.Label":"Skærmhjørne",
"Options.OverlayCorner.Desc":"Vælg det gemte hjørne. F2 skifter hjørne kun i denne session. Statistik i titellinjen flyttes ikke.",
"Options.OverlayCorner.TopLeft":"Øverst til venstre",
"Options.OverlayCorner.TopRight":"Øverst til højre",
"Options.OverlayCorner.BottomRight":"Nederst til højre",
"Options.OverlayCorner.BottomLeft":"Nederst til venstre",
"Page.Library":"Bibliotek",
"Page.Options":"Indstillinger",
@ -23,8 +39,13 @@
"Library.Empty.AddFolder":"+ Tilføj spilmappe",
"Library.Loading":"Indlæser bibliotek…",
"Library.Stat.Version":"Version",
"Library.Stat.Installed":"Installeret",
"Library.Stat.TitleId":"Titel-id",
"Common.Back":"Tilbage",
"Options.General":"Generelt",
"Options.Logging":"Logging",
"Options.Section.Emulation":"EMULERING",
"Options.Section.Logging":"LOGGING",
"Options.Section.Launcher":"LAUNCHER",
@ -48,6 +69,8 @@
"Options.TraceImports.Label":"Grænse for import-trace",
"Options.TraceImports.Desc":"Spor de første N imports pr. modul (0 = fra).",
"Options.CrashDump.Label":"Nedbrudsdumps",
"Options.CrashDump.Desc":"Gem nedbrudsdumps ved siden af kørselsloggen (kun Windows x64). Filerne kan være store og indeholde private data.",
"Options.LogToFile.Label":"Log til fil",
"Options.LogToFile.Desc":"Spejl emulatorens output til en logfil.",
@ -85,6 +108,17 @@
"Launch.Idle":"Inaktiv",
"Launch.Console":"≡ Konsol",
"Launch.Launch":"▶ Start",
"Launch.CustomEnv":"Start med brugerdefinerede miljøvariabler",
"Launch.CustomEnv.Title":"Start med brugerdefinerede miljøvariabler",
"Launch.CustomEnv.Desc":"Indtast én miljøvariabel pr. linje som NAVN=VÆRDI. Brugerdefinerede værdier tilsidesætter GUI- og spilspecifikke indstillinger med samme navn.",
"Launch.CustomEnv.SavedGame":"Gemt for dette spil.",
"Launch.CustomEnv.SavedGlobal":"Gemt globalt.",
"Launch.Stop":"■ Stop",
"Launch.Running":"Kører — {0}",
"Launch.Stopping":"Stopper…",
@ -140,13 +174,12 @@
"Options.Env.LogDirectMemory.Desc":"Log direkte hukommelsestildelinger og fejl til konsollen.\nBrug dette, når et spil afbryder eller lukker under opstart.",
"Options.Env.LogIo.Desc":"Log åbning og læsning af filer samt stiopslag til konsollen.\nBrug dette, når et spil ikke kan finde sine datafiler under opstart.",
"Options.Env.LogNp.Desc":"Log NP-bibliotekskald (PlayStation Network) til konsollen.",
"Options.Env.GuestImageCpuSync.Desc":"Genindlæs gæsteoverflader, som spillets egen CPU-kode omskriver.\nLad den være slået fra normalt. Slå til for titler, hvis CPU-tegnede overflader aldrig når skærmen.\nKoster ydeevne og giver regressioner i nogle titler, såsom GTA V.",
"Options.Env.Group.Debug":"Fejlfinding",
"Options.Env.Group.General":"Generelt",
"Options.Env.RenderDoc.Desc":"Indlæser RenderDocs in-application-API, så frames kan optages inde fra emulatoren.\nTryk på F12 mens spillet kører for at optage ét frame; optagelser havner i user/logs/capture_logs/<TITLE_ID>.\nKræver at RenderDoc er installeret. Gør GPU'en langsommere og får nogle titler til at hænge, så lad den være slået fra, medmindre du fejlfinder.",
"Options.Env.DisableVkImplicitLayers.Desc":"Når RenderDoc er aktiveret, kan andre konflikterende overlays forårsage device loss. Aktivering af denne indstilling kan løse problemet.",
"Common.Save":"Gem",
"Common.Cancel":"Annuller",
"PerGame.Title":"Indstillinger pr. spil — {0} ({1})",
"PerGame.InheritNote":"Umarkerede rækker arver de globale standardværdier.",
"PerGame.EnvToggles.Label":"Miljøkontakter",
"PerGame.EnvToggles.Desc":"Tilsidesæt det globale sæt SHARPEMU_*-kontakter for dette spil.",
"Options.About":"Om",
"About.Github.Label":"GitHub",
"About.Github.Desc":"Kildekode, issues og projektudvikling.",
@ -155,7 +188,7 @@
"About.Discord.Label":"Discord",
"About.Discord.Desc":"Bliv en del af fællesskabet, få hjælp og følg udviklingen.",
"About.GithubButton":"Bidrag på GitHub!",
"About.DiscordComingSoon":"Kommer snart",
"About.DiscordButton":"Deltag i vores Discord!",
"Updater.Auto.Label":"Søg efter opdateringer ved start",
"Updater.Auto.Desc":"Tjekker GitHub uden at forsinke opstarten.",
"Updater.Label":"Opdateringer",
@ -172,11 +205,13 @@
"Updater.Status.ChecksumFailed":"Den downloadede opdatering bestod ikke SHA-256-verifikationen.",
"Updater.Status.Unsupported":"Automatisk opdatering kræver et x64-build til Windows, Linux eller macOS.",
"Options.Graphics":"Grafik",
"Options.Console.Type.Label":"Konsol",
"Options.Console.Type.Desc":"Konsolmodel der rapporteres til spil.",
"Options.Console.Language.Label":"Konsolsprog",
"Options.Console.Language.Desc":"Systemsprog der rapporteres til spil.",
"Options.RenderResolution.Desc":"Render offscreen-mål under den oprindelige opløsning, og opskaler dem ved visning. Lavere værdier bytter billedkvalitet for GPU-kapacitet; træder i kraft ved næste start.",
"Options.Env.BinkPlayback.Desc":"Host afspiller Bink-videoer via FFmpeg-broen, men nogle spil kan opleve problemer.\nGuest bruger spilmotorens egen dekoder.\nSkip springer Bink-videoer over, hvilket kan gøre udviklingen nemmere.",
"Options.Env.StrictCompute.Desc":"Peata arvutus- ja joonistusvarjutajate tagasilükkamisel (vaikimisi).\nLülita välja, et mõjutatud töö vahele jätta. Võimalikud on puuduvad pildid, vead või hangumine. Pärast muudatust taaskäivita mäng.",
"Options.Env.PerformanceProfile.Desc":"Logi jõudlusajad ja FPS alates järgmisest mängu käivitamisest.\nSee võib jõudlust vähendada.",
"Options.Env.PerformanceFrameTrace.Desc":"Säilita viimased 4096 esitamisintervalli ja kirjuta need sulgemisel logisse.\nVajab jõudluse profileerimist. Jälje salvestamiseks sulge mäng tavapäraselt.",
"Options.OverlayEnabled.Label":"Jõudlusnäidik",
"Options.OverlayEnabled.Desc":"Kuva jõudlusandmed. F1 lülitab näidiku selleks seansiks sisse või välja. SHARPEMU_OVERLAY=0 peidab selle käivitamisel.",
"Options.OverlayMode.Label":"Kuvarežiim",
"Options.OverlayMode.Desc":"Täielik kuvab kõik loendurid. Minimaalne ja Tiitliriba kuvavad FPS-i, CPU, GPU kasutuse ja kestuse. GPU kasutus on Windowsis protsessipõhine; mujal N/A.",
"Options.OverlayCorner.Label":"Ekraaninurk",
"Options.OverlayCorner.Desc":"Vali salvestatav nurk. F2 vahetab nurka ainult selleks seansiks. Tiitliriba näitu see ei liiguta.",
"Options.Env.Desc":"Lülitid, mis edastatakse emulaatorile käivitamisel keskkonnamuutujatena.",
"Options.Env.Bthid.Desc":"Märgi Bluetooth HID kättesaamatuks mängude puhul, mille rooli/FFB-vahetarkvara küsib andmeid lõputult.\nTavaliselt jäta välja lülitatuks. Mõni mäng hangub, kui initsialiseerimine ebaõnnestub.",
"Options.Env.LoopGuard.Desc":"Ära sulge sundkorras mänge, mis kordavad sama kutset liiga kaua.\nProovi seda, kui mäng laadimise ajal iseenesest sulgub.",
"Options.Env.WritableApp0.Desc":"Luba mängudel luua ja kirjutada faile oma paigalduskausta.\nVajalik pakendamata koopiatele, mis salvestavad oma andmed või seadistused kausta /app0.",
"Options.Env.VkValidation.Desc":"Luba Vulkani valideerimiskihid GPU silumiseks.\nAeglane. Nõuab paigaldatud Vulkan SDK-d.",
"Options.Env.DumpSpirv.Desc":"Salvesta AGC-shaderid ja nende SPIR-V tõlked kausta shader-dumps.\nKasuta shaderi- või kuvamisvea teatamisel.",
"Options.Env.LogDirectMemory.Desc":"Logi konsooli otsese mälu eraldamised ja tõrked.\nKasuta siis, kui mäng katkeb või sulgub käivitamise ajal.",
"Options.Env.LogIo.Desc":"Logi konsooli failide avamise, lugemise ja tee lahendamise tegevused.\nKasuta siis, kui mäng ei leia käivitamisel oma andmefaile.",
"Options.Env.RenderDoc.Desc":"Laadib RenderDoc'i rakendusesisese API, et kaadreid saaks hõivata otse emulaatorist.\nVajuta mängu käigus F12 ühe kaadri hõivamiseks; hõivatised salvestatakse kausta user/logs/capture_logs/<TITLE_ID>.\nNõuab paigaldatud RenderDoc'i. Aeglustab GPU-d ja põhjustab mõningate mängude hangumist, seega hoia välja lülitatuna, kui sa ei silu.",
"Options.Env.DisableVkImplicitLayers.Desc":"Kui RenderDoc on lubatud, võivad teised konfliktis overlay'd põhjustada device loss'i. Selle valiku lubamine võib probleemi lahendada.",
"Options.Env.BinkPlayback.Desc":"Host esitab Bink-videoid FFmpegi silla kaudu, kuid mõnes mängus võib esineda probleeme.\nGuest kasutab mängumootori enda dekoodrit.\nSkip jätab Bink-videod vahele, mis võib arendust lihtsustada.",
"Options.Env.BinkPlayback.Host":"Host (FFmpeg)",
"Options.Env.BinkPlayback.Guest":"Guest",
"Options.Env.BinkPlayback.Skip":"Jäta vahele",
"Options.CpuEngine.Label":"CPU-mootor",
"Options.CpuEngine.Desc":"Käitusmootor, mida kasutatakse mängukoodi käivitamiseks.",
"Options.TraceImports.Desc":"Jälita iga mooduli esimesi N importi (0 = väljas).",
"Options.CrashDump.Label":"Krahhitõmmised",
"Options.CrashDump.Desc":"Salvesta krahhitõmmised käivituslogi kõrvale (ainult Windows x64). Failid võivad olla suured ja sisaldada privaatseid andmeid.",
"Launch.CustomEnv.Desc":"Sisesta üks keskkonnamuutuja rea kohta kujul NIMI=VÄÄRTUS. Kohandatud väärtused alistavad sama nimega GUI ja mängupõhised seaded.",
"Options.Env.StrictCompute.Desc":"Stop on shader rejection checks for compute and draws (default).\nTurn off to skip affected work. Missing images, errors, or stalls can occur. Restart the game after a change.",
"Options.Env.PerformanceProfile.Desc":"Log performance timings and FPS from the next game launch.\nThis can reduce performance.",
"Options.Env.PerformanceFrameTrace.Desc":"Keep the last 4,096 presentation intervals and write them to the log at shutdown.\nRequires performance profiling. Close the game normally to save the trace.",
"Options.OverlayEnabled.Desc":"Show performance statistics. F1 toggles the display for this run. SHARPEMU_OVERLAY=0 starts it hidden.",
"Options.OverlayMode.Label":"Display mode",
"Options.OverlayMode.Desc":"Full shows all counters. Minimal and Title bar show FPS, CPU, GPU usage, and elapsed time. GPU usage is per-process on Windows; otherwise N/A.",
"Options.OverlayCorner.Label":"Screen corner",
"Options.OverlayCorner.Desc":"Select the saved corner. F2 cycles corners for this run only. This does not move title-bar statistics.",
"Options.OverlayMode.Full":"Full",
"Options.OverlayMode.Minimal":"Minimal",
"Options.OverlayMode.TitleBar":"Title bar (minimal)",
"Options.Env.Desc":"Switches passed to the emulator as environment variables at launch.",
@ -37,7 +60,10 @@
"Options.Env.LogDirectMemory.Desc":"Log direct memory allocations and failures to the console.\nUse when a game aborts or exits during boot.",
"Options.Env.LogIo.Desc":"Log file open, read, and path-resolve activity to the console.\nUse when a game cannot find its data files during boot.",
"Options.Env.LogNp.Desc":"Log NP (PlayStation Network) library calls to the console.",
"Options.Env.GuestImageCpuSync.Desc":"Re-upload guest surfaces the game's own CPU code rewrites.\nLeave off normally. Turn on for titles whose CPU-drawn surfaces never reach the screen.\nCosts performance and regresses some titles, such as GTA V.",
"Options.Env.Group.Debug":"Debug",
"Options.Env.Group.General":"General",
"Options.Env.RenderDoc.Desc":"Load the RenderDoc in-application API so frames can be captured from inside the emulator.\nPress F12 while the game runs to capture one frame; captures land in user/logs/capture_logs/<TITLE_ID>.\nRequires RenderDoc to be installed. Slows the GPU down and hangs some titles, so leave it off unless you are debugging.",
"Options.Env.DisableVkImplicitLayers.Desc":"When RenderDoc is enabled, other conflicting overlays can cause device loss. Enabling this option may fix it.",
"Options.RenderResolution.Desc":"Render offscreen targets below native resolution and upscale on present. Lower values trade image quality for GPU headroom; takes effect on next launch.",
"Options.Console.Language.Desc":"System language reported to games.",
"Options.WindowMode.Label":"Window mode",
"Options.WindowMode.Desc":"Regular window, desktop borderless, or exclusive fullscreen.",
"Options.WindowMode.Windowed":"Windowed",
@ -73,6 +101,11 @@
"Options.Hdr.Label":"HDR output",
"Options.Hdr.Desc":"Use HDR when the selected display and graphics backend support it. Auto falls back to SDR.",
"Options.Hdr.Auto":"Auto",
"Options.Env.BinkPlayback.Label":"Bink video playback",
"Options.Env.BinkPlayback.Desc":"Host plays Bink videos through the FFmpeg bridge, but some games may have issues.\nGuest uses the game engine's own decoder.\nSkip skips Bink videos, which can make development easier.",
"Options.Env.BinkPlayback.Host":"Host (FFmpeg)",
"Options.Env.BinkPlayback.Guest":"Guest",
"Options.Env.BinkPlayback.Skip":"Skip",
"Options.CpuEngine.Label":"CPU engine",
"Options.CpuEngine.Desc":"Execution engine used to run game code.",
"Options.TraceImports.Desc":"Trace the first N imports per module (0 = off).",
"Options.CrashDump.Label":"Crash dumps",
"Options.CrashDump.Desc":"Save crash dumps beside the run log (Windows x64 only). Dumps can be large and contain private data.",
"Options.LogToFile.Label":"Log to file",
"Options.LogToFile.Desc":"Mirror emulator output to a log file.",
@ -117,12 +152,6 @@
"Common.Save":"Save",
"Common.Cancel":"Cancel",
"PerGame.Title":"Per-game settings — {0} ({1})",
"PerGame.InheritNote":"Unchecked rows inherit the global defaults.",
"PerGame.Tab.General":"General",
"PerGame.Tab.Graphics":"Graphics",
"PerGame.EnvToggles.Label":"Environment toggles",
"PerGame.EnvToggles.Desc":"Override the global set of SHARPEMU_* switches for this game.",
"Console.Title":"CONSOLE",
"Console.SearchWatermark":"Search...",
@ -137,6 +166,17 @@
"Launch.Idle":"Idle",
"Launch.Console":"≡ Console",
"Launch.Launch":"▶ Launch",
"Launch.CustomEnv":"Launch with custom env",
"Launch.CustomEnv.Title":"Launch with custom env",
"Launch.CustomEnv.Desc":"Enter environment variables one per line as NAME=VALUE. Custom values override matching GUI and per-game environment settings.",
"Options.Env.StrictCompute.Desc":"Detener ante rechazos de shaders de cálculo y dibujo (predeterminado).\nDesactivar para omitir el trabajo afectado. Puede haber imágenes ausentes, errores o bloqueos. Reinicia el juego tras un cambio.",
"Options.Env.PerformanceProfile.Desc":"Registra tiempos de rendimiento y FPS desde el próximo inicio del juego.\nEsto puede reducir el rendimiento.",
"Options.Env.PerformanceFrameTrace.Desc":"Conserva los últimos 4096 intervalos de presentación y escríbelos en el registro al salir.\nRequiere el perfil de rendimiento. Cierra el juego normalmente para guardar la traza.",
"Options.OverlayEnabled.Label":"Indicador de rendimiento",
"Options.OverlayEnabled.Desc":"Mostrar estadísticas. F1 activa o desactiva el indicador durante esta sesión. SHARPEMU_OVERLAY=0 lo oculta al iniciar.",
"Options.OverlayMode.Label":"Modo del indicador",
"Options.OverlayMode.Desc":"Completo muestra todos los contadores. Mínimo y Barra de título muestran FPS, CPU, uso de GPU y tiempo. La GPU se mide por proceso en Windows; en otros sistemas, N/A.",
"Options.OverlayCorner.Label":"Esquina de pantalla",
"Options.OverlayCorner.Desc":"Elegir la esquina guardada. F2 cambia de esquina solo en esta sesión. No mueve las estadísticas de la barra de título.",
"Options.OverlayMode.Full":"Completo",
"Options.OverlayMode.Minimal":"Mínimo",
"Options.OverlayMode.TitleBar":"Barra de título (mínimo)",
"Library.Empty.AddFolder":"+ Añadir carpeta de juegos",
"Library.Loading":"Cargando biblioteca…",
"Library.Stat.Version":"Versión",
"Library.Stat.Installed":"Instalado",
"Library.Stat.TitleId":"ID del título",
"Common.Back":"Volver",
"Options.General":"General",
"Options.Logging":"Logs",
"Options.Section.Emulation":"EMULACIÓN",
"Options.Section.Logging":"LOGS",
"Options.Section.Launcher":"LAUNCHER",
@ -48,6 +69,8 @@
"Options.TraceImports.Label":"Límite de trazado de importaciones",
"Options.TraceImports.Desc":"Trazar las primeras N importaciones por módulo (0 = off).",
"Options.CrashDump.Label":"Volcados de fallos",
"Options.CrashDump.Desc":"Guarda los volcados de fallos junto al registro de ejecución (solo Windows x64). Los archivos pueden ser grandes y contener datos privados.",
"Options.LogToFile.Label":"Registrar log en archivo",
"Options.LogToFile.Desc":"Duplicar la salida del emulador en un archivo de logs.",
@ -85,6 +108,17 @@
"Launch.Idle":"Inactivo",
"Launch.Console":"≡ Consola",
"Launch.Launch":"▶ Iniciar",
"Launch.CustomEnv":"Iniciar con variables de entorno personalizadas",
"Launch.CustomEnv.Title":"Iniciar con variables de entorno personalizadas",
"Launch.CustomEnv.Desc":"Introduce una variable de entorno por línea con el formato NOMBRE=VALOR. Los valores personalizados reemplazan los ajustes de la GUI y del juego con el mismo nombre.",
"Launch.CustomEnv.Documentation":"Ver variables de entorno no documentadas ↗",
"About.Github.LatestCommitDescription":"Último commit en la rama main",
"About.Discord.Desc":"Únete a la comunidad, recibe soporte y sigue el desarrollo.",
"About.GithubButton":"Contribuye en GitHub!",
"About.DiscordComingSoon":"Próximamente",
"About.DiscordButton":"¡Únete a nuestro Discord!",
"Library.Context.GameSettings":"Ajustes del juego…",
"Options.Env.Tab":"Entorno",
@ -150,13 +184,12 @@
"Options.Env.LogDirectMemory.Desc":"Registrar en la consola las asignaciones de memoria directa y sus fallos.\nÚsalo cuando un juego se aborte o se cierre durante el arranque.",
"Options.Env.LogIo.Desc":"Registrar en la consola la apertura y lectura de archivos y la resolución de rutas.\nÚsalo cuando un juego no encuentre sus archivos de datos durante el arranque.",
"Options.Env.LogNp.Desc":"Registrar en la consola las llamadas a la biblioteca NP (PlayStation Network).",
"Options.Env.GuestImageCpuSync.Desc":"Volver a subir las superficies del invitado que reescribe el propio código de CPU del juego.\nDejar desactivado normalmente. Activar en títulos cuyas superficies dibujadas por CPU nunca llegan a la pantalla.\nCuesta rendimiento y causa regresiones en algunos títulos, como GTA V.",
"Options.Env.Group.Debug":"Depuración",
"Options.Env.Group.General":"General",
"Options.Env.RenderDoc.Desc":"Carga la API in-application de RenderDoc para poder capturar fotogramas desde el emulador.\nPulsa F12 mientras el juego se ejecuta para capturar un fotograma; las capturas se guardan en user/logs/capture_logs/<TITLE_ID>.\nRequiere tener RenderDoc instalado. Ralentiza la GPU y bloquea algunos títulos, así que déjalo desactivado salvo que estés depurando.",
"Options.Env.DisableVkImplicitLayers.Desc":"Cuando RenderDoc está activado, otros overlays en conflicto pueden provocar una pérdida del dispositivo. Activar esta opción puede solucionar el problema.",
"Common.Save":"Guardar",
"Common.Cancel":"Cancelar",
"PerGame.Title":"Ajustes por juego — {0} ({1})",
"PerGame.InheritNote":"Las filas sin marcar heredan los valores globales.",
"PerGame.EnvToggles.Label":"Variables de entorno",
"PerGame.EnvToggles.Desc":"Sustituir el conjunto global de opciones SHARPEMU_* para este juego.",
"Updater.Auto.Label":"Buscar actualizaciones al iniciar",
"Updater.Auto.Desc":"Consulta GitHub sin retrasar el arranque.",
"Updater.Label":"Actualizaciones",
@ -173,11 +206,13 @@
"Updater.Status.ChecksumFailed":"La actualización descargada no superó la verificación SHA-256.",
"Updater.Status.Unsupported":"La actualización automática requiere un build x64 de Windows, Linux o macOS.",
"Options.Graphics":"Gráficos",
"Options.Console.Type.Label":"Consola",
"Options.Console.Type.Desc":"Modelo de consola que se comunica a los juegos.",
"Options.Console.Language.Label":"Idioma de la consola",
"Options.Console.Language.Desc":"Idioma del sistema que se comunica a los juegos.",
"Options.RenderResolution.Desc":"Renderiza objetivos fuera de pantalla por debajo de la resolución nativa y los reescala al presentar. Los valores inferiores sacrifican calidad de imagen para liberar carga de la GPU; se aplica en el próximo inicio.",
"Options.WindowMode.Desc":"Ventana normal, escritorio sin bordes o pantalla completa exclusiva.",
"Options.WindowMode.Windowed":"En ventana",
@ -200,5 +235,10 @@
"Options.VSync.Desc":"Usa presentación FIFO para evitar el desgarro de imagen.",
"Options.Hdr.Label":"Salida HDR",
"Options.Hdr.Desc":"Usa HDR cuando la pantalla seleccionada y el backend gráfico sean compatibles. El modo automático vuelve a SDR.",
"Options.Hdr.Auto":"Automático"
"Options.Hdr.Auto":"Automático",
"Options.Env.BinkPlayback.Label":"Reproducción de vídeo Bink",
"Options.Env.BinkPlayback.Desc":"Host reproduce los vídeos Bink mediante el puente FFmpeg, aunque algunos juegos pueden presentar problemas.\nGuest usa el decodificador propio del motor del juego.\nSkip omite los vídeos Bink, lo que puede facilitar el desarrollo.",
"Options.Env.StrictCompute.Desc":"Arrêter lors des rejets de shaders pour le calcul et le dessin (par défaut).\nDésactiver pour ignorer le travail concerné. Des images manquantes, des erreurs ou des blocages sont possibles. Redémarrer le jeu après modification.",
"Options.Env.PerformanceProfile.Desc":"Enregistrer les temps de performance et les FPS au prochain lancement du jeu.\nCela peut réduire les performances.",
"Options.Env.PerformanceFrameTrace.Desc":"Conserver les 4 096 derniers intervalles de présentation et les écrire dans le journal à la fermeture.\nNécessite le profilage des performances. Fermez le jeu normalement pour enregistrer la trace.",
"Options.OverlayEnabled.Label":"Affichage des performances",
"Options.OverlayEnabled.Desc":"Afficher les statistiques. F1 active ou masque l’affichage pour cette session. SHARPEMU_OVERLAY=0 le masque au démarrage.",
"Options.OverlayMode.Label":"Mode d’affichage",
"Options.OverlayMode.Desc":"Complet affiche tous les compteurs. Minimal et Barre de titre affichent FPS, CPU, utilisation GPU et durée. Le GPU est mesuré par processus sous Windows ; sinon N/A.",
"Options.OverlayCorner.Label":"Coin de l’écran",
"Options.OverlayCorner.Desc":"Choisir le coin enregistré. F2 change de coin pour cette session uniquement, sans déplacer les statistiques de la barre de titre.",
"Options.OverlayMode.Full":"Complet",
"Options.OverlayMode.Minimal":"Minimal",
"Options.OverlayMode.TitleBar":"Barre de titre (minimal)",
"Options.OverlayCorner.TopLeft":"En haut à gauche",
"Options.OverlayCorner.TopRight":"En haut à droite",
"Options.OverlayCorner.BottomRight":"En bas à droite",
"Options.OverlayCorner.BottomLeft":"En bas à gauche",
"Page.Library":"Bibliothèque",
"Page.Options":"Options",
@ -23,8 +39,13 @@
"Library.Empty.AddFolder":"+ Ajouter un dossier de jeux",
"Library.Loading":"Chargement de la bibliothèque…",
"Options.Env.Desc":"Paramètres passés à l’émulateur comme variables d’environnement au lancement.",
@ -34,7 +55,10 @@
"Options.Env.DumpSpirv.Desc":"Exporter les shaders AGC et leurs traductions SPIR-V dans le dossier shader-dumps.\nÀ utiliser pour signaler des bugs de shader ou de rendu.",
"Options.Env.LogDirectMemory.Desc":"Journaliser les allocations de mémoire directe et les échecs dans la console.\nÀ utiliser quand un jeu plante ou se ferme pendant le démarrage.",
"Options.Env.LogNp.Desc":"Journaliser les appels de la bibliothèque NP (PlayStation Network) dans la console.",
"Options.Env.GuestImageCpuSync.Desc":"Recharger les surfaces invité que le code CPU du jeu réécrit lui-même.\nLaisser désactivé normalement. Activer pour les titres dont les surfaces dessinées par le CPU n'atteignent jamais l'écran.\nCoûte des performances et provoque des régressions sur certains titres, comme GTA V.",
"Options.Env.Group.Debug":"Débogage",
"Options.Env.Group.General":"Général",
"Options.Env.RenderDoc.Desc":"Charge l'API in-application de RenderDoc afin de capturer des images depuis l'émulateur.\nAppuyez sur F12 pendant le jeu pour capturer une image ; les captures sont écrites dans user/logs/capture_logs/<TITLE_ID>.\nNécessite l'installation de RenderDoc. Ralentit le GPU et bloque certains jeux : laissez cette option désactivée sauf en cas de débogage.",
"Options.Env.DisableVkImplicitLayers.Desc":"Lorsque RenderDoc est activé, d'autres overlays en conflit peuvent provoquer une perte du périphérique. Activer cette option peut corriger le problème.",
"Options.Section.Emulation":"ÉMULATION",
"Options.Section.Logging":"JOURNALISATION",
"Options.Section.Launcher":"LANCEUR",
@ -58,6 +82,8 @@
"Options.TraceImports.Label":"Limite de traçage des imports",
"Options.TraceImports.Desc":"Tracer les N premiers imports de chaque module (0 = désactivé).",
"Options.CrashDump.Label":"Fichiers de vidage après plantage",
"Options.CrashDump.Desc":"Enregistre les fichiers de vidage à côté du journal d’exécution (Windows x64 uniquement). Ces fichiers peuvent être volumineux et contenir des données privées.",
"Options.LogToFile.Label":"Enregistrer dans un fichier",
"Options.LogToFile.Desc":"Copier la sortie de l’émulateur dans un fichier journal.",
@ -95,6 +121,17 @@
"Launch.Idle":"Inactif",
"Launch.Console":"≡ Console",
"Launch.Launch":"▶ Lancer",
"Launch.CustomEnv":"Lancer avec des variables d'environnement personnalisées",
"Launch.CustomEnv.Title":"Lancer avec des variables d'environnement personnalisées",
"Launch.CustomEnv.Desc":"Saisissez une variable d'environnement par ligne au format NOM=VALEUR. Les valeurs personnalisées remplacent les réglages GUI et spécifiques au jeu portant le même nom.",
"Launch.CustomEnv.Documentation":"Voir les variables d'environnement non documentées ↗",
"Library.Context.GameSettings":"Paramètres du jeu…",
"Options.Env.WritableApp0.Desc":"Autoriser les jeux à créer et écrire des fichiers dans leur dossier d’installation.\nNécessaire pour les dumps non empaquetés qui écrivent leurs sauvegardes ou leur configuration sous /app0.",
"Options.Env.LogIo.Desc":"Journaliser l’ouverture et la lecture des fichiers ainsi que la résolution des chemins dans la console.\nÀ utiliser quand un jeu ne trouve pas ses fichiers de données au démarrage.",
"Common.Save":"Enregistrer",
"Common.Cancel":"Annuler",
"PerGame.Title":"Paramètres par jeu — {0} ({1})",
"PerGame.InheritNote":"Les lignes non cochées héritent des valeurs globales par défaut.",
"Options.RenderResolution.Desc":"Effectuer le rendu des cibles hors écran sous la résolution native et les mettre à l’échelle lors de l’affichage. Les valeurs inférieures réduisent la qualité d’image pour libérer des ressources GPU ; prend effet au prochain lancement.",
"Options.Env.BinkPlayback.Desc":"Host lit les vidéos Bink via le pont FFmpeg, mais certains jeux peuvent rencontrer des problèmes.\nGuest utilise le décodeur propre au moteur du jeu.\nSkip ignore les vidéos Bink, ce qui peut faciliter le développement.",
"Options.Env.StrictCompute.Desc":"Leállás a számítási és rajzolási shaderek elutasításakor (alapértelmezett).\nKikapcsolva az érintett munka kimarad. Hiányzó képek, hibák vagy lefagyás fordulhat elő. Módosítás után indítsd újra a játékot.",
"Options.Env.PerformanceProfile.Desc":"Teljesítményidők és FPS naplózása a játék következő indításától.\nEz csökkentheti a teljesítményt.",
"Options.Env.PerformanceFrameTrace.Desc":"Az utolsó 4096 megjelenítési intervallum megőrzése és naplóba írása kilépéskor.\nTeljesítményprofilozást igényel. A nyomkövetés mentéséhez zárd be a játékot szabályosan.",
"Options.OverlayEnabled.Desc":"Teljesítményadatok megjelenítése. Az F1 csak erre a futásra kapcsolja a kijelzést. SHARPEMU_OVERLAY=0 esetén rejtve indul.",
"Options.OverlayMode.Label":"Kijelzési mód",
"Options.OverlayMode.Desc":"A Teljes minden számlálót mutat. A Minimális és Címsor az FPS-t, CPU-, GPU-használatot és eltelt időt mutatja. A GPU-adat Windows alatt folyamatonkénti; máshol N/A.",
"Options.OverlayCorner.Label":"Képernyősarok",
"Options.OverlayCorner.Desc":"Válassza ki a mentett sarkot. Az F2 csak erre a futásra vált sarkot. A címsor adatait nem helyezi át.",
"Options.Env.Desc":"Indításkor környezeti változóként az emulátorhoz átadott kapcsolók.",
@ -34,7 +55,10 @@
"Options.Env.DumpSpirv.Desc":"Az AGC-shaderek és azok SPIR-V-fordításainak mentése a shader-dumps mappába.\nHasználd shader- vagy renderelési hibák jelentésekor.",
"Options.Env.LogDirectMemory.Desc":"A közvetlen memóriaallokációk és hibák naplózása a konzolra.\nHasználd, ha egy játék a rendszerindítás során megszakad vagy kilép.",
"Options.Env.LogNp.Desc":"Az NP (PlayStation Network) könyvtárhívásokat naplózza a konzolra.",
"Options.Env.GuestImageCpuSync.Desc":"Újratölti azokat a vendégfelületeket, amelyeket a játék saját CPU-kódja ír felül.\nNormál esetben hagyd kikapcsolva. Kapcsold be azoknál a címeknél, amelyek CPU-val rajzolt felületei sosem jutnak ki a képernyőre.\nTeljesítménybe kerül, és egyes címeknél, például a GTA V-nél regressziót okoz.",
"Options.Env.Group.Debug":"Hibakeresés",
"Options.Env.Group.General":"Általános",
"Options.Env.RenderDoc.Desc":"Betölti a RenderDoc alkalmazáson belüli API-ját, így képkockák rögzíthetők az emulátorból.\nNyomd meg az F12-et futó játék közben egy képkocka rögzítéséhez; a felvételek a user/logs/capture_logs/<TITLE_ID> mappába kerülnek.\nTelepített RenderDocot igényel. Lassítja a GPU-t és egyes játékokat lefagyaszt, ezért hagyd kikapcsolva, hacsak nem hibakeresel.",
"Options.Env.DisableVkImplicitLayers.Desc":"Ha a RenderDoc engedélyezve van, más ütköző overlayek device loss hibát okozhatnak. Ennek a beállításnak az engedélyezése megoldhatja a problémát.",
"Options.CrashDump.Desc":"Az összeomlási memóriaképeket a futási napló mellé menti (csak Windows x64). A fájlok nagyok lehetnek, és személyes adatokat tartalmazhatnak.",
"Options.LogToFile.Label":"Naplozás fájlba",
"Options.LogToFile.Desc":"Az emulátor kimenetének tükrözése egy log fájlba.",
@ -95,6 +121,17 @@
"Launch.Idle":"Tétlen",
"Launch.Console":"≡ Konzol",
"Launch.Launch":"▶ Inditás",
"Launch.CustomEnv":"Indítás egyéni környezeti változókkal",
"Launch.CustomEnv.Title":"Indítás egyéni környezeti változókkal",
"Launch.CustomEnv.Desc":"Soronként egy környezeti változót adj meg NÉV=ÉRTÉK formában. Az egyéni értékek felülírják az azonos nevű GUI- és játékspecifikus beállításokat.",
"Options.Env.WritableApp0.Desc":"Engedélyezi, hogy a játékok fájlokat hozzanak létre és írjanak a telepítési mappájukban.\nA kicsomagolt dumpokhoz szükséges, amelyek a mentéseiket vagy beállításaikat az /app0 alá írják.",
"Options.Env.LogIo.Desc":"A fájlmegnyitások, olvasások és útvonal-feloldások naplózása a konzolra.\nAkkor használd, ha egy játék indításkor nem találja az adatfájljait.",
"Options.RenderResolution.Desc":"A képernyőn kívüli célok renderelése a natívnál kisebb felbontáson, majd felskálázás megjelenítéskor. Az alacsonyabb értékek képminőséget cserélnek GPU-tartalékra; a következő indításkor lép érvénybe.",
"Options.RenderResolution.Native":"100% (natív)",
"Options.WindowMode.Label":"Ablakmód",
"Options.WindowMode.Desc":"Normál ablak, keret nélküli asztal vagy kizárólagos teljes képernyő.",
"Options.WindowMode.Windowed":"Ablakos",
@ -200,5 +235,10 @@
"Options.VSync.Desc":"FIFO megjelenítés használata képtörésmentes kimenethez.",
"Options.Hdr.Label":"HDR-kimenet",
"Options.Hdr.Desc":"HDR használata, ha a kiválasztott kijelző és grafikus backend támogatja. Az automatikus mód SDR-re vált vissza.",
"Options.Env.BinkPlayback.Desc":"A Host az FFmpeg hídon keresztül játssza le a Bink videókat, de egyes játékoknál problémák jelentkezhetnek.\nA Guest a játékmotor saját dekóderét használja.\nA Skip kihagyja a Bink videókat, ami megkönnyítheti a fejlesztést.",
"Options.Env.StrictCompute.Desc":"Arresta in caso di rifiuto degli shader di calcolo e disegno (predefinito).\nDisattiva per saltare il lavoro interessato. Sono possibili immagini mancanti, errori o blocchi. Riavvia il gioco dopo una modifica.",
"Options.Env.PerformanceProfile.Desc":"Registra tempi di prestazione e FPS dal prossimo avvio del gioco.\nQuesto può ridurre le prestazioni.",
"Options.Env.PerformanceFrameTrace.Desc":"Conserva gli ultimi 4096 intervalli di presentazione e scrivili nel registro alla chiusura.\nRichiede la profilazione delle prestazioni. Chiudi il gioco normalmente per salvare la traccia.",
"Options.OverlayEnabled.Desc":"Mostra le statistiche. F1 attiva o nasconde la visualizzazione per questa sessione. SHARPEMU_OVERLAY=0 la nasconde all’avvio.",
"Options.OverlayMode.Label":"Modalità di visualizzazione",
"Options.OverlayMode.Desc":"Completa mostra tutti i contatori. Minima e Barra del titolo mostrano FPS, CPU, uso GPU e tempo. La GPU è misurata per processo su Windows; altrimenti N/A.",
"Options.OverlayCorner.Label":"Angolo dello schermo",
"Options.OverlayCorner.Desc":"Scegli l’angolo salvato. F2 cambia angolo solo per questa sessione. Non sposta le statistiche nella barra del titolo.",
"Options.OverlayMode.Full":"Completa",
"Options.OverlayMode.Minimal":"Minima",
"Options.OverlayMode.TitleBar":"Barra del titolo (minima)",
"Options.OverlayCorner.TopLeft":"In alto a sinistra",
"Options.OverlayCorner.TopRight":"In alto a destra",
"Options.OverlayCorner.BottomRight":"In basso a destra",
"Options.OverlayCorner.BottomLeft":"In basso a sinistra",
"Options.TraceImports.Desc":"Traccia i primi N import per modulo (0 = disattivato).",
"Options.CrashDump.Label":"Dump degli arresti anomali",
"Options.CrashDump.Desc":"Salva i dump accanto al registro di esecuzione (solo Windows x64). I file possono essere grandi e contenere dati privati.",
"Options.LogToFile.Label":"Salva log su file",
"Options.LogToFile.Desc":"Duplica l'output dell'emulatore in un file di log.",
@ -88,6 +111,17 @@
"Launch.Idle":"Inattivo",
"Launch.Console":"≡ Console",
"Launch.Launch":"▶ Avvia",
"Launch.CustomEnv":"Avvia con variabili d'ambiente personalizzate",
"Launch.CustomEnv.Title":"Avvia con variabili d'ambiente personalizzate",
"Launch.CustomEnv.Desc":"Inserisci una variabile d'ambiente per riga nel formato NOME=VALORE. I valori personalizzati sostituiscono le impostazioni GUI e specifiche del gioco con lo stesso nome.",
"Launch.CustomEnv.Documentation":"Visualizza le variabili d'ambiente non documentate ↗",
"Options.Env.LogDirectMemory.Desc":"Registra in console le allocazioni di memoria diretta e i relativi errori.\nUsalo quando un gioco si interrompe o si chiude durante l'avvio.",
"Options.Env.LogIo.Desc":"Registra in console l'apertura e la lettura dei file e la risoluzione dei percorsi.\nUsalo quando un gioco non trova i propri file di dati durante l'avvio.",
"Options.Env.LogNp.Desc":"Registra in console le chiamate alla libreria NP (PlayStation Network).",
"Options.Env.GuestImageCpuSync.Desc":"Ricarica le superfici guest riscritte dal codice CPU del gioco.\nLasciare disattivato normalmente. Attivare per i titoli le cui superfici disegnate dalla CPU non raggiungono mai lo schermo.\nCosta prestazioni e causa regressioni in alcuni titoli, come GTA V.",
"Options.Env.Group.Debug":"Debug",
"Options.Env.Group.General":"Generale",
"Options.Env.RenderDoc.Desc":"Carica l'API in-application di RenderDoc per catturare i frame dall'interno dell'emulatore.\nPremi F12 mentre il gioco è in esecuzione per catturare un frame; le catture finiscono in user/logs/capture_logs/<TITLE_ID>.\nRichiede RenderDoc installato. Rallenta la GPU e blocca alcuni titoli, quindi lascialo disattivato se non stai facendo debug.",
"Options.Env.DisableVkImplicitLayers.Desc":"Quando RenderDoc è attivo, altri overlay in conflitto possono causare una perdita del dispositivo. Abilitare questa opzione può risolvere il problema.",
"Common.Save":"Salva",
"Common.Cancel":"Annulla",
"PerGame.Title":"Impostazioni per gioco — {0} ({1})",
"PerGame.InheritNote":"Le righe non selezionate ereditano i valori globali.",
"Options.RenderResolution.Desc":"Renderizza i target fuori schermo sotto la risoluzione nativa e li ridimensiona in fase di presentazione. Valori inferiori sacrificano la qualità dell'immagine per lasciare margine alla GPU; ha effetto al prossimo avvio.",
"Options.WindowMode.Desc":"Finestra normale, desktop senza bordi o schermo intero esclusivo.",
"Options.WindowMode.Windowed":"In finestra",
@ -204,5 +239,10 @@
"Options.VSync.Desc":"Usa la presentazione FIFO per evitare lo screen tearing.",
"Options.Hdr.Label":"Output HDR",
"Options.Hdr.Desc":"Usa HDR quando lo schermo selezionato e il backend grafico lo supportano. La modalità automatica torna a SDR.",
"Options.Hdr.Auto":"Automatico"
"Options.Hdr.Auto":"Automatico",
"Options.Env.BinkPlayback.Label":"Riproduzione video Bink",
"Options.Env.BinkPlayback.Desc":"Host riproduce i video Bink tramite il bridge FFmpeg, ma alcuni giochi potrebbero avere problemi.\nGuest usa il decoder del motore di gioco.\nSkip salta i video Bink, facilitando lo sviluppo.",
"Options.Env.GuestImageCpuSync.Desc":"ゲーム自身の CPU コードが書き換えるゲスト表面を再アップロードします。\n通常はオフのままにしてください。CPU で描画した表面が画面に反映されないタイトルで有効にします。\n性能を犠牲にし、GTA V など一部のタイトルでは不具合が生じます。",
"Options.Env.GuestImageCpuSync.Desc":"게임의 자체 CPU 코드가 다시 쓰는 게스트 표면을 다시 업로드합니다.\n평소에는 꺼 두세요. CPU로 그린 표면이 화면에 나타나지 않는 타이틀에서 켜세요.\n성능을 소모하며 GTA V 등 일부 타이틀에서는 문제가 생깁니다.",
"Options.Env.Group.Debug":"디버그",
"Options.Env.Group.General":"일반",
"Options.Env.RenderDoc.Desc":"RenderDoc의 인앱 API를 로드하여 에뮬레이터 내부에서 프레임을 캡처할 수 있게 합니다.\n게임 실행 중 F12을 누르면 한 프레임을 캡처하며, 캡처 파일은 user/logs/capture_logs/<TITLE_ID>에 저장됩니다.\nRenderDoc이 설치되어 있어야 합니다. GPU 속도가 느려지고 일부 타이틀은 멈추므로 디버깅할 때가 아니면 꺼 두세요.",
"Options.Env.DisableVkImplicitLayers.Desc":"RenderDoc이 활성화된 경우 다른 충돌하는 오버레이로 인해 device loss가 발생할 수 있습니다. 이 옵션을 활성화하면 문제가 해결될 수 있습니다.",
"Common.Save":"저장",
"Common.Cancel":"취소",
"PerGame.Title":"게임별 설정 — {0} ({1})",
"PerGame.InheritNote":"선택하지 않은 항목은 전역 기본값을 따릅니다.",
"PerGame.EnvToggles.Label":"환경 스위치",
"PerGame.EnvToggles.Desc":"이 게임에 대해 전역 SHARPEMU_* 스위치 설정을 재정의합니다.",
"Options.About":"정보",
"About.Github.Label":"GitHub",
"About.Github.Desc":"소스 코드, 이슈, 프로젝트 개발.",
@ -155,7 +188,7 @@
"About.Discord.Label":"디스코드",
"About.Discord.Desc":"커뮤니티에 참여해 지원을 받고 개발 소식을 확인하세요.",
"About.GithubButton":"GitHub에서 기여하기!",
"About.DiscordComingSoon":"곧 공개",
"About.DiscordButton":"Discord에 참여하세요!",
"Updater.Auto.Label":"시작 시 업데이트 확인",
"Updater.Auto.Desc":"시작을 지연시키지 않고 GitHub를 확인합니다.",
"Updater.Status.Unsupported":"자동 업데이트에는 Windows, Linux 또는 macOS x64 빌드가 필요합니다.",
"Options.Graphics":"그래픽",
"Options.Console.Type.Label":"콘솔",
"Options.Console.Type.Desc":"게임에 보고할 콘솔 모델입니다.",
"Options.Console.Language.Label":"콘솔 언어",
"Options.Console.Language.Desc":"게임에 보고할 시스템 언어입니다.",
"Options.Section.Rendering":"렌더링",
"Options.Section.Display":"디스플레이",
"Options.RenderResolution.Label":"내부 해상도",
"Options.RenderResolution.Desc":"네이티브 해상도보다 낮은 해상도로 오프스크린 대상을 렌더링한 뒤 표시할 때 업스케일합니다. 값이 낮을수록 화질을 희생해 GPU 여유를 확보하며 다음 실행부터 적용됩니다.",
"Options.RenderResolution.Native":"100% (네이티브)",
"Options.WindowMode.Label":"창 모드",
"Options.WindowMode.Desc":"일반 창, 데스크톱 테두리 없음 또는 독점 전체 화면.",
"Options.WindowMode.Windowed":"창",
@ -199,5 +234,10 @@
"Options.VSync.Desc":"티어링 없는 출력을 위해 FIFO 프레젠테이션을 사용합니다.",
"Options.Hdr.Label":"HDR 출력",
"Options.Hdr.Desc":"선택한 디스플레이와 그래픽 백엔드가 지원하는 경우 HDR을 사용합니다. 자동 모드는 SDR로 대체됩니다.",
"Options.Hdr.Auto":"자동"
"Options.Hdr.Auto":"자동",
"Options.Env.BinkPlayback.Label":"Bink 비디오 재생",
"Options.Env.BinkPlayback.Desc":"Host는 FFmpeg 브리지를 통해 Bink 비디오를 재생하지만 일부 게임에서 문제가 발생할 수 있습니다.\nGuest는 게임 엔진 자체 디코더를 사용합니다.\nSkip은 Bink 비디오를 건너뛰어 개발을 더 쉽게 할 수 있습니다.",
"Options.Env.StrictCompute.Desc":"Stop bij shaderafwijzingen voor berekeningen en tekenen (standaard).\nSchakel uit om betrokken werk over te slaan. Ontbrekende beelden, fouten of vastlopers zijn mogelijk. Herstart het spel na een wijziging.",
"Options.Env.PerformanceProfile.Desc":"Log prestatietijden en FPS vanaf de volgende start van het spel.\nDit kan de prestaties verminderen.",
"Options.Env.PerformanceFrameTrace.Desc":"Bewaar de laatste 4.096 presentatie-intervallen en schrijf ze bij afsluiten naar het logboek.\nVereist prestatieprofilering. Sluit het spel normaal af om de trace op te slaan.",
"Options.OverlayEnabled.Desc":"Toon prestatiegegevens. F1 schakelt de weergave voor deze sessie in of uit. SHARPEMU_OVERLAY=0 verbergt deze bij het starten.",
"Options.OverlayMode.Label":"Weergavemodus",
"Options.OverlayMode.Desc":"Volledig toont alle tellers. Minimaal en Titelbalk tonen FPS, CPU, GPU-gebruik en verstreken tijd. GPU-gebruik geldt per proces op Windows; anders N/A.",
"Options.OverlayCorner.Label":"Schermhoek",
"Options.OverlayCorner.Desc":"Kies de opgeslagen hoek. F2 wisselt de hoek alleen voor deze sessie. Dit verplaatst de gegevens in de titelbalk niet.",
"Options.TraceImports.Label":"Tracelimiet voor imports",
"Options.TraceImports.Desc":"Traceer de eerste N imports per module (0 = uit).",
"Options.CrashDump.Label":"Crashdumps",
"Options.CrashDump.Desc":"Sla crashdumps naast het uitvoeringslog op (alleen Windows x64). Dumps kunnen groot zijn en privégegevens bevatten.",
"Options.LogToFile.Label":"Loggen naar bestand",
"Options.LogToFile.Desc":"Stuur de uitvoer van de emulator ook naar een logbestand.",
@ -85,6 +108,17 @@
"Launch.Idle":"Inactief",
"Launch.Console":"≡ Console",
"Launch.Launch":"▶ Starten",
"Launch.CustomEnv":"Starten met aangepaste omgevingsvariabelen",
"Launch.CustomEnv.Title":"Starten met aangepaste omgevingsvariabelen",
"Launch.CustomEnv.Desc":"Voer per regel één omgevingsvariabele in als NAAM=WAARDE. Aangepaste waarden overschrijven GUI- en spelspecifieke instellingen met dezelfde naam.",
"Options.Env.LogDirectMemory.Desc":"Log directe geheugentoewijzingen en fouten naar de console.\nGebruik dit wanneer een game tijdens het opstarten afbreekt of afsluit.",
"Options.Env.LogIo.Desc":"Log het openen en lezen van bestanden en het oplossen van paden naar de console.\nGebruik dit wanneer een game zijn databestanden niet kan vinden tijdens het opstarten.",
"Options.Env.LogNp.Desc":"Log NP-bibliotheekaanroepen (PlayStation Network) naar de console.",
"Options.Env.GuestImageCpuSync.Desc":"Gastoppervlakken opnieuw uploaden die de eigen CPU-code van de game herschrijft.\nNormaal uit laten. Inschakelen voor titels waarvan de door de CPU getekende oppervlakken nooit het scherm bereiken.\nKost prestaties en veroorzaakt regressies in sommige titels, zoals GTA V.",
"Options.Env.Group.Debug":"Debuggen",
"Options.Env.Group.General":"Algemeen",
"Options.Env.RenderDoc.Desc":"Laadt de RenderDoc in-application-API zodat frames vanuit de emulator kunnen worden vastgelegd.\nDruk op F12 terwijl het spel draait om één frame vast te leggen; opnamen komen in user/logs/capture_logs/<TITLE_ID>.\nVereist een geïnstalleerde RenderDoc. Vertraagt de GPU en laat sommige games vastlopen, dus laat dit uit tenzij je aan het debuggen bent.",
"Options.Env.DisableVkImplicitLayers.Desc":"Wanneer RenderDoc is ingeschakeld, kunnen andere conflicterende overlays device loss veroorzaken. Het inschakelen van deze optie kan het probleem oplossen.",
"Common.Save":"Opslaan",
"Common.Cancel":"Annuleren",
"PerGame.Title":"Instellingen per game — {0} ({1})",
"PerGame.InheritNote":"Niet-aangevinkte rijen erven de globale standaardwaarden.",
"Options.RenderResolution.Desc":"Render offscreen-doelen onder de oorspronkelijke resolutie en schaal ze bij presentatie op. Lagere waarden ruilen beeldkwaliteit in voor GPU-marge; wordt bij de volgende start toegepast.",
"Options.Env.BinkPlayback.Desc":"Host speelt Bink-video's af via de FFmpeg-brug, maar sommige games kunnen problemen hebben.\nGuest gebruikt de eigen decoder van de game-engine.\nSkip slaat Bink-video's over, wat de ontwikkeling kan vergemakkelijken.",
"Options.Env.StrictCompute.Desc":"Zatrzymuj przy odrzuceniu shaderów obliczeń i rysowania (domyślnie).\nWyłącz, aby pomijać te operacje. Mogą wystąpić brakujące obrazy, błędy lub zawieszenia. Po zmianie uruchom grę ponownie.",
"Options.Env.PerformanceProfile.Desc":"Zapisuj czasy wydajności i FPS od następnego uruchomienia gry.\nMoże to obniżyć wydajność.",
"Options.Env.PerformanceFrameTrace.Desc":"Zachowaj ostatnie 4096 odstępów prezentacji i zapisz je w dzienniku przy zamykaniu.\nWymaga profilowania wydajności. Zamknij grę normalnie, aby zapisać ślad.",
"Options.OverlayEnabled.Desc":"Pokaż statystyki. F1 włącza lub wyłącza widok tylko w tej sesji. SHARPEMU_OVERLAY=0 ukrywa go przy uruchomieniu.",
"Options.OverlayMode.Label":"Tryb wyświetlania",
"Options.OverlayMode.Desc":"Pełny pokazuje wszystkie liczniki. Minimalny i Pasek tytułu pokazują FPS, CPU, użycie GPU i czas. GPU jest mierzone dla procesu w Windows; w innych systemach N/A.",
"Options.OverlayCorner.Label":"Róg ekranu",
"Options.OverlayCorner.Desc":"Wybierz zapisany róg. F2 zmienia róg tylko w tej sesji. Nie przenosi statystyk z paska tytułu.",
"Options.OverlayMode.Full":"Pełny",
"Options.OverlayMode.Minimal":"Minimalny",
"Options.OverlayMode.TitleBar":"Pasek tytułu (minimalny)",
"Options.Env.Desc":"Przełączniki przekazywane emulatorowi jako zmienne środowiskowe przy uruchomieniu.",
"Options.Env.Bthid.Desc":"Zgłaszaj Bluetooth HID jako niedostępny dla tytułów, których middleware kierownicy/FFB odpytuje w nieskończoność.\nZostaw wyłączone normalnie. Niektóre tytuły zawieszają się, gdy inicjalizacja zawiedzie.",
"Options.Env.LoopGuard.Desc":"Nie wymuszaj zamknięcia tytułów, które powtarzają to samo wywołanie zbyt długo.\nSpróbuj tego, gdy gra zamyka się sama podczas ładowania.",
"Options.Env.WritableApp0.Desc":"Pozwól tytułom tworzyć i zapisywać pliki wewnątrz folderu instalacji.\nPotrzebne w przypadku niespakowanych zrzutów, które zapisują dane zapisu lub konfiguracji w /app0.",
"Options.Env.VkValidation.Desc":"Włącz warstwy walidacji Vulkan do debugowania GPU.\nWolne. Wymaga zainstalowanego Vulkan SDK.",
"Options.Env.DumpSpirv.Desc":"Zrzuć shadery AGC i ich translacje SPIR-V do folderu shader-dumps.\nUżyj przy zgłaszaniu błędów shaderów lub renderowania.",
"Options.Env.LogDirectMemory.Desc":"Loguj alokacje pamięci bezpośredniej i błędy do konsoli.\nUżyj, gdy gra przerywa działanie lub zamyka się podczas uruchamiania.",
"Options.Env.LogIo.Desc":"Loguj otwieranie plików, odczyt i rozwiązywanie ścieżek do konsoli.\nUżyj, gdy gra nie może znaleźć swoich plików danych podczas uruchamiania.",
"Options.Env.LogNp.Desc":"Loguj wywołania biblioteki NP (PlayStation Network) do konsoli.",
"Options.Env.Group.Debug":"Debugowanie",
"Options.Env.Group.General":"Ogólne",
"Options.Env.RenderDoc.Desc":"Załaduj API RenderDoc w aplikacji, aby można było przechwytywać klatki z wnętrza emulatora.\nNaciśnij F12 podczas działania gry, aby przechwycić jedną klatkę; przechwycone klatki trafiają do user/logs/capture_logs/<TITLE_ID>.\nWymaga zainstalowanego RenderDoc. Spowalnia GPU i zawiesza niektóre tytuły, więc zostaw wyłączone, chyba że debugujesz.",
"Options.Env.DisableVkImplicitLayers.Desc":"Gdy RenderDoc jest włączony, inne konfliktujące nakładki mogą powodować utratę urządzenia. Włączenie tej opcji może rozwiązać problem.",
"Options.DefaultProfile.Label":"Domyślna nazwa profilu",
"Options.DefaultProfile.Desc":"Nazwa używana, gdy gra prosi o wprowadzenie tekstu. Domyślnie Sharp.",
"Options.Scaling.Desc":"Skaluj natywny obraz gościa bez zmiany jego wewnętrznej rozdzielczości.",
"Options.Scaling.Fit":"Dopasuj",
"Options.Scaling.Cover":"Wypełnij",
"Options.Scaling.Stretch":"Rozciągnij",
"Options.Scaling.Integer":"Całkowitoliczbowe",
"Options.VSync.Label":"VSync",
"Options.VSync.Desc":"Używaj prezentacji FIFO dla obrazu bez rozrywania.",
"Options.Hdr.Label":"Wyjście HDR",
"Options.Hdr.Desc":"Używaj HDR, gdy wybrany wyświetlacz i backend graficzny to obsługują. Automatyczny przełącza na SDR.",
"Options.Hdr.Auto":"Automatyczny",
"Options.Env.BinkPlayback.Label":"Odtwarzanie wideo Bink",
"Options.Env.BinkPlayback.Desc":"Host odtwarza filmy Bink przez most FFmpeg, ale w niektórych grach mogą wystąpić problemy.\nGuest używa dekodera silnika gry.\nSkip pomija filmy Bink, co może ułatwić rozwój.",
"Options.Env.BinkPlayback.Host":"Host (FFmpeg)",
"Options.Env.BinkPlayback.Guest":"Guest",
"Options.Env.BinkPlayback.Skip":"Pomiń",
"Options.CpuEngine.Label":"Silnik CPU",
"Options.CpuEngine.Desc":"Silnik wykonawczy używany do uruchamiania kodu gry.",
"Options.OverrideLogFile.Desc":"Użyj dokładnej ścieżki pliku zamiast dopisywania ID tytułu i znacznika czasu.",
"Options.TitleMusic.Label":"Muzyka tytułowa",
"Options.TitleMusic.Desc":"Odtwarzaj w pętli muzykę podglądu wybranej gry w bibliotece.",
"Options.Discord.Label":"Discord Rich Presence",
"Options.Discord.Desc":"Pokazuj uruchomioną grę na swoim profilu Discord.",
"Options.Language.Label":"Język emulatora",
"Options.Language.Desc":"Język używany w całym launcherze. Działa natychmiast.",
"Common.On":"Włącz",
"Common.Off":"Wyłącz",
"Common.Save":"Zapisz",
"Common.Cancel":"Anuluj",
"Console.Title":"KONSOLA",
"Console.SearchWatermark":"Szukaj...",
"Console.AutoScroll":"Autoprzewijanie",
"Console.Split":"Podziel",
"Console.Copy":"Kopiuj",
"Console.Clear":"Wyczyść",
"Console.WindowTitle":"Konsola SharpEmu",
"Launch.NoGameSelected":"Nie wybrano gry",
"Launch.NoGameHint":"Wybierz grę z biblioteki lub otwórz bezpośrednio plik eboot.bin.",
"Launch.Idle":"Bezczynny",
"Launch.Console":"≡ Konsola",
"Launch.Launch":"▶ Uruchom",
"Launch.CustomEnv":"Uruchom z własnymi zmiennymi środowiskowymi",
"Launch.CustomEnv.Title":"Uruchom z własnymi zmiennymi środowiskowymi",
"Launch.CustomEnv.Desc":"Wpisz po jednej zmiennej środowiskowej w wierszu w formacie NAZWA=WARTOŚĆ. Własne wartości zastępują ustawienia GUI i ustawienia gry o tej samej nazwie.",
"Options.Env.StrictCompute.Desc":"Parar nas rejeições de shaders de cálculo e desenho (predefinição).\nDesativa para ignorar o trabalho afetado. Podem ocorrer imagens em falta, erros ou bloqueios. Reinicia o jogo após uma alteração.",
"Options.Env.PerformanceProfile.Desc":"Regista os tempos de desempenho e FPS a partir do próximo arranque do jogo.\nIsto pode reduzir o desempenho.",
"Options.Env.PerformanceFrameTrace.Desc":"Guarda os últimos 4096 intervalos de apresentação e escreve-os no registo ao sair.\nRequer o perfil de desempenho. Fecha o jogo normalmente para guardar o rastreio.",
"Options.OverlayEnabled.Label":"Indicador de desempenho",
"Options.OverlayEnabled.Desc":"Mostrar estatísticas. F1 ativa ou oculta o indicador nesta sessão. SHARPEMU_OVERLAY=0 oculta-o no arranque.",
"Options.OverlayMode.Label":"Modo de apresentação",
"Options.OverlayMode.Desc":"Completo mostra todos os contadores. Mínimo e Barra de título mostram FPS, CPU, utilização da GPU e tempo. A GPU é medida por processo no Windows; nos restantes sistemas, N/A.",
"Options.OverlayCorner.Label":"Canto do ecrã",
"Options.OverlayCorner.Desc":"Escolher o canto guardado. F2 muda de canto apenas nesta sessão. Não move as estatísticas da barra de título.",
"Options.OverlayMode.Full":"Completo",
"Options.OverlayMode.Minimal":"Mínimo",
"Options.OverlayMode.TitleBar":"Barra de título (mínimo)",
"Library.Empty.AddFolder":"+ Adicionar pasta de jogos",
"Library.Loading":"A carregar biblioteca…",
"Library.Stat.Version":"Versão",
"Library.Stat.Installed":"Instalado",
"Library.Stat.TitleId":"ID do título",
"Common.Back":"Voltar",
"Options.General":"Geral",
"Options.Logging":"Registos",
"Options.Env.Tab":"Ambiente",
"Options.Section.Environment":"VARIÁVEIS DE AMBIENTE",
"Options.Env.Desc":"Switches passados ao emulador como variáveis de ambiente no arranque.",
@ -34,7 +55,10 @@
"Options.Env.DumpSpirv.Desc":"Extrai os shaders AGC e as respetivas traduções SPIR-V para a pasta shader-dumps.\nUtilize ao reportar problemas de shaders ou renderização.",
"Options.Env.LogDirectMemory.Desc":"Regista alocações de memória direta e falhas na consola.\nUtilize quando um jogo aborta ou fecha durante o arranque.",
"Options.Env.LogNp.Desc":"Regista chamadas da biblioteca NP (PlayStation Network) na consola.",
"Options.Env.GuestImageCpuSync.Desc":"Recarrega as superfícies do convidado que o próprio código de CPU do jogo reescreve.\nDeixar desativado normalmente. Ativar para títulos cujas superfícies desenhadas pela CPU nunca chegam ao ecrã.\nCusta desempenho e causa regressões em alguns títulos, como GTA V.",
"Options.Env.Group.Debug":"Depuração",
"Options.Env.Group.General":"Geral",
"Options.Env.RenderDoc.Desc":"Carrega a API in-application do RenderDoc para capturar frames a partir do emulador.\nPrime F12 enquanto o jogo corre para capturar um frame; as capturas vão para user/logs/capture_logs/<TITLE_ID>.\nRequer o RenderDoc instalado. Torna a GPU mais lenta e bloqueia alguns títulos, por isso deixa desativado a menos que estejas a depurar.",
"Options.Env.DisableVkImplicitLayers.Desc":"Quando o RenderDoc está ativado, outros overlays em conflito podem causar perda do dispositivo. Ativar esta opção pode corrigir o problema.",
"Options.Section.Emulation":"EMULAÇÃO",
"Options.Section.Logging":"REGISTOS",
"Options.Section.Launcher":"LANÇADOR",
@ -58,6 +82,8 @@
"Options.TraceImports.Label":"Limite de rastreio de importações",
"Options.TraceImports.Desc":"Rastreia as primeiras N importações por módulo (0 = desativado).",
"Options.CrashDump.Label":"Ficheiros de memória de falhas",
"Options.CrashDump.Desc":"Guarda os ficheiros de memória de falhas junto ao registo de execução (apenas Windows x64). Os ficheiros podem ser grandes e conter dados privados.",
"Options.LogToFile.Label":"Registar para ficheiro",
"Options.LogToFile.Desc":"Duplicar a saída do emulador para um ficheiro de registo.",
@ -95,6 +121,17 @@
"Launch.Idle":"Inativo",
"Launch.Console":"≡ Consola",
"Launch.Launch":"▶ Iniciar",
"Launch.CustomEnv":"Iniciar com variáveis de ambiente personalizadas",
"Launch.CustomEnv.Title":"Iniciar com variáveis de ambiente personalizadas",
"Launch.CustomEnv.Desc":"Introduza uma variável de ambiente por linha no formato NOME=VALOR. Os valores personalizados substituem as definições da GUI e específicas do jogo com o mesmo nome.",
"Launch.CustomEnv.Documentation":"Ver variáveis de ambiente não documentadas ↗",
"About.Discord.Desc":"Junte-se à comunidade, obtenha suporte e acompanhe o desenvolvimento.",
"About.GithubButton":"Contribua no GitHub!",
"About.DiscordComingSoon":"Em breve",
"About.DiscordButton":"Junte-se ao nosso Discord!",
"Library.Context.GameSettings":"Definições do jogo…",
"Options.Env.WritableApp0.Desc":"Permitir que os jogos criem e escrevam ficheiros dentro da sua pasta de instalação.\nNecessário para dumps não empacotados que escrevem os seus dados guardados ou configurações em /app0.",
"Options.Env.LogIo.Desc":"Registar na consola a abertura e leitura de ficheiros e a resolução de caminhos.\nUtilize quando um jogo não encontrar os seus ficheiros de dados durante o arranque.",
"Common.Save":"Guardar",
"Common.Cancel":"Cancelar",
"PerGame.Title":"Definições por jogo — {0} ({1})",
"PerGame.InheritNote":"As linhas não assinaladas herdam as predefinições globais.",
"PerGame.EnvToggles.Label":"Variáveis de ambiente",
"PerGame.EnvToggles.Desc":"Substituir o conjunto global de opções SHARPEMU_* para este jogo.",
"About.Github.LatestCommitLabel":"Último commit",
"About.Github.LatestCommitDescription":"Último commit no ramo main",
"Updater.Auto.Label":"Procurar atualizações no arranque",
@ -173,11 +206,13 @@
"Updater.Status.ChecksumFailed":"A atualização transferida falhou a verificação SHA-256.",
"Updater.Status.Unsupported":"A atualização automática requer um build x64 para Windows, Linux ou macOS.",
"Options.Graphics":"Gráficos",
"Options.Console.Type.Label":"Consola",
"Options.Console.Type.Desc":"Modelo de consola comunicado aos jogos.",
"Options.Console.Language.Label":"Idioma da consola",
"Options.Console.Language.Desc":"Idioma do sistema comunicado aos jogos.",
"Options.RenderResolution.Desc":"Renderiza alvos fora do ecrã abaixo da resolução nativa e amplia-os na apresentação. Valores inferiores trocam qualidade de imagem por margem da GPU; entra em vigor no próximo arranque.",
"Options.WindowMode.Desc":"Janela normal, ambiente de trabalho sem margens ou ecrã inteiro exclusivo.",
"Options.WindowMode.Windowed":"Em janela",
@ -200,5 +235,10 @@
"Options.VSync.Desc":"Utiliza apresentação FIFO para evitar cortes na imagem.",
"Options.Hdr.Label":"Saída HDR",
"Options.Hdr.Desc":"Utiliza HDR quando o ecrã selecionado e o backend gráfico o suportam. O modo automático regressa a SDR.",
"Options.Hdr.Auto":"Automático"
"Options.Hdr.Auto":"Automático",
"Options.Env.BinkPlayback.Label":"Reprodução de vídeo Bink",
"Options.Env.BinkPlayback.Desc":"Host reproduz vídeos Bink pela ponte FFmpeg, mas alguns jogos podem apresentar problemas.\nGuest usa o descodificador do próprio motor do jogo.\nSkip ignora os vídeos Bink, o que pode facilitar o desenvolvimento.",
"Options.Env.StrictCompute.Desc":"Останавливать при отказах шейдеров вычисления и отрисовки (по умолчанию).\nОтключите, чтобы пропускать эти операции. Возможны пропавшие изображения, ошибки и зависания. После изменения перезапустите игру.",
"Options.Env.PerformanceProfile.Desc":"Записывать время выполнения операций и FPS со следующего запуска игры.\nЭто может снизить производительность.",
"Options.Env.PerformanceFrameTrace.Desc":"Сохранять последние 4096 интервалов показа кадров и записывать их в журнал при завершении.\nТребуется профилирование производительности. Закройте игру обычным способом, чтобы сохранить трассировку.",
"Options.OverlayEnabled.Desc":"Показывать статистику. F1 переключает показ только в текущем сеансе. SHARPEMU_OVERLAY=0 скрывает его при запуске.",
"Options.OverlayMode.Label":"Режим отображения",
"Options.OverlayMode.Desc":"Полный режим показывает все счётчики. Минимальный и Строка заголовка показывают FPS, CPU, загрузку GPU и время. GPU измеряется для процесса в Windows; иначе N/A.",
"Options.OverlayCorner.Label":"Угол экрана",
"Options.OverlayCorner.Desc":"Выберите сохраняемый угол. F2 меняет угол только в текущем сеансе. Статистика в строке заголовка не перемещается.",
"Options.Env.Desc":"Параметры, передаваемые эмулятору как переменные окружения при запуске.",
@ -37,7 +58,10 @@
"Options.Env.LogDirectMemory.Desc":"Выводить в консоль выделения прямой памяти и ошибки выделения.\nИспользуйте, если игра аварийно завершает работу или закрывается при запуске.",
"Options.Env.LogIo.Desc":"Выводить в консоль операции открытия и чтения файлов, а также разрешение путей.\nИспользуйте, если игра не может найти файлы данных при запуске.",
"Options.Env.LogNp.Desc":"Выводить в консоль вызовы библиотеки NP (PlayStation Network).",
"Options.Env.GuestImageCpuSync.Desc":"Повторно загружать гостевые поверхности, которые переписывает собственный код ЦП игры.\nОбычно оставляйте выключенным. Включайте для игр, чьи отрисованные ЦП поверхности не попадают на экран.\nСнижает производительность и вызывает регрессии в некоторых играх, например в GTA V.",
"Options.Env.Group.Debug":"Отладка",
"Options.Env.Group.General":"Общие",
"Options.Env.RenderDoc.Desc":"Загружает внутренний API RenderDoc, чтобы кадры можно было захватывать из эмулятора.\nНажмите F12 во время игры, чтобы захватить один кадр; захваты сохраняются в user/logs/capture_logs/<TITLE_ID>.\nТребует установленного RenderDoc. Замедляет GPU и подвешивает некоторые игры, поэтому оставьте выключенным, если не занимаетесь отладкой.",
"Options.Env.DisableVkImplicitLayers.Desc":"Когда RenderDoc включён, другие конфликтующие оверлеи могут вызвать потерю устройства. Включение этой настройки может решить проблему.",
"Options.RenderResolution.Desc":"Рендерить внеэкранные буферы ниже нативного разрешения и масштабировать при выводе. Меньшие значения снижают качество изображения, но уменьшают нагрузку на GPU; применяется при следующем запуске.",
"Options.Console.Language.Desc":"Системный язык, сообщаемый играм.",
"Options.WindowMode.Label":"Режим окна",
"Options.WindowMode.Desc":"Обычное окно, безрамочный режим рабочего стола или эксклюзивный полноэкранный режим.",
"Options.WindowMode.Windowed":"Оконный",
@ -71,6 +97,11 @@
"Options.Hdr.Label":"HDR-вывод",
"Options.Hdr.Desc":"Использовать HDR, если выбранный монитор и графический бэкенд его поддерживают. Автоматический режим при необходимости переключается на SDR.",
"Options.Hdr.Auto":"Авто",
"Options.Env.BinkPlayback.Label":"Воспроизведение видео Bink",
"Options.Env.BinkPlayback.Desc":"Host воспроизводит видео Bink через мост FFmpeg, однако в некоторых играх могут возникать проблемы.\nGuest использует собственный декодер игрового движка.\nSkip пропускает видео Bink, что может упростить разработку.",
"Options.Env.BinkPlayback.Host":"Host (FFmpeg)",
"Options.Env.BinkPlayback.Guest":"Guest",
"Options.Env.BinkPlayback.Skip":"Пропустить",
"Options.CpuEngine.Label":"Движок ЦП",
"Options.CpuEngine.Desc":"Движок выполнения, используемый для запуска игрового кода.",
"PerGame.EnvToggles.Desc":"Переопределить глобальный набор переключателей SHARPEMU_* для этой игры.",
"Console.Title":"КОНСОЛЬ",
"Console.SearchWatermark":"Поиск...",
@ -137,6 +164,17 @@
"Launch.Idle":"Ожидание",
"Launch.Console":"≡ Консоль",
"Launch.Launch":"▶ Запустить",
"Launch.CustomEnv":"Запустить с пользовательскими переменными среды",
"Launch.CustomEnv.Title":"Запустить с пользовательскими переменными среды",
"Launch.CustomEnv.Desc":"Введите по одной переменной среды на строку в формате ИМЯ=ЗНАЧЕНИЕ. Пользовательские значения переопределяют одноимённые настройки GUI и игры.",
"Launch.CustomEnv.Documentation":"Показать недокументированные переменные среды ↗",
"Options.Env.StrictCompute.Desc":"Hesaplama ve çizim gölgelendiricisi retlerinde durdur (varsayılan).\nEtkilenen işlemleri atlamak için kapat. Eksik görüntüler, hatalar veya takılmalar olabilir. Değişiklikten sonra oyunu yeniden başlatın.",
"Options.Env.PerformanceProfile.Desc":"Sonraki oyun başlangıcından itibaren performans sürelerini ve FPS değerlerini kaydet.\nBu, performansı düşürebilir.",
"Options.Env.PerformanceFrameTrace.Desc":"Son 4.096 sunum aralığını sakla ve kapanışta günlüğe yaz.\nPerformans profillemesi gerektirir. İzi kaydetmek için oyunu normal şekilde kapat.",
"Options.OverlayEnabled.Desc":"Performans istatistiklerini gösterir. F1 göstergeyi bu oturum için açar veya kapatır. SHARPEMU_OVERLAY=0 başlangıçta gizler.",
"Options.OverlayMode.Label":"Görüntüleme modu",
"Options.OverlayMode.Desc":"Tam tüm sayaçları gösterir. Asgari ve Başlık çubuğu FPS, CPU, GPU kullanımı ve geçen süreyi gösterir. GPU kullanımı Windows’ta işlem bazındadır; diğer sistemlerde N/A gösterilir.",
"Options.OverlayCorner.Label":"Ekran köşesi",
"Options.OverlayCorner.Desc":"Kaydedilecek köşeyi seçin. F2 köşeyi yalnızca bu oturum için değiştirir. Başlık çubuğundaki istatistikleri taşımaz.",
"Options.TraceImports.Desc":"Modül başına ilk N import'u izle (0 = kapalı).",
"Options.CrashDump.Label":"Çökme dökümleri",
"Options.CrashDump.Desc":"Çökme dökümlerini çalıştırma günlüğünün yanına kaydeder (yalnızca Windows x64). Dökümler büyük olabilir ve özel veriler içerebilir.",
"Options.LogToFile.Label":"Dosyaya günlükle",
"Options.LogToFile.Desc":"Emülatör çıktısını bir günlük dosyasına yansıt.",
@ -101,6 +131,17 @@
"Launch.Idle":"Boşta",
"Launch.Console":"≡ Konsol",
"Launch.Launch":"▶ Başlat",
"Launch.CustomEnv":"Özel env ile başlat",
"Launch.CustomEnv.Title":"Özel env ile başlat",
"Launch.CustomEnv.Desc":"Ortam değişkenlerini NAME=VALUE biçiminde her satıra bir tane yazın. Özel değerler, aynı isimdeki GUI ve oyuna özel ortam ayarlarını geçersiz kılar.",
"Launch.CustomEnv.SavedGame":"Bu oyun için kaydedildi.",
"Launch.CustomEnv.SavedGlobal":"Genel olarak kaydedildi.",
"Launch.Stop":"■ Durdur",
"Launch.Running":"Çalışıyor — {0}",
"Launch.Stopping":"Durduruluyor…",
@ -172,17 +213,14 @@
"Options.Env.LogDirectMemory.Desc":"Doğrudan bellek tahsislerini ve hatalarını konsola günlükle.\nBir oyun açılış sırasında çöküyor veya kapanıyorsa kullanın.",
"Options.Env.LogIo.Desc":"Dosya açma, okuma ve yol çözümleme etkinliğini konsola günlükle.\nBir oyun açılışta veri dosyalarını bulamıyorsa kullanın.",
"Options.Env.GuestImageCpuSync.Desc":"Oyunun kendi CPU kodunun yeniden yazdığı misafir yüzeyleri tekrar yükler.\nNormalde kapalı bırakın. CPU ile çizilen yüzeyleri ekrana ulaşmayan oyunlarda açın.\nPerformansa mal olur ve GTA V gibi bazı oyunlarda soruna yol açar.",
"Options.Env.Group.Debug":"Hata Ayıklama",
"Options.Env.Group.General":"Genel",
"Options.Env.RenderDoc.Desc":"RenderDoc uygulama içi API'sini yükler, böylece kareler emülatörün içinden yakalanabilir.\nOyun çalışırken F12'a basınca bir kare yakalanır; kayıtlar user/logs/capture_logs/<TITLE_ID> altına düşer.\nRenderDoc'un kurulu olmasını gerektirir. GPU'yu yavaşlatır ve bazı oyunları kilitler, hata ayıklamıyorsanız kapalı bırakın.",
"Options.Env.DisableVkImplicitLayers.Desc":"RenderDoc ayarı açıkken diğer çakışan overlayler device loss'a sebebiyet verebiliyor. Bu ayarı açmak bunu düzeltebilir.",
"Options.RenderResolution.Desc":"Ekran dışı hedefleri doğal çözünürlüğün altında işle ve sunum sırasında ölçeklendir. Daha düşük değerler GPU payı karşılığında görüntü kalitesini azaltır; bir sonraki başlatmada etkili olur.",
"Options.RenderResolution.Native":"%100 (doğal)",
"Options.WindowMode.Windowed":"Pencereli",
"Options.WindowMode.Borderless":"Kenarlıksız",
"Options.WindowMode.Exclusive":"Özel",
@ -203,5 +238,10 @@
"Options.Scaling.Cover":"Kapla",
"Options.Scaling.Stretch":"Uzat",
"Options.Scaling.Integer":"Tam sayı",
"Options.Hdr.Auto":"Otomatik"
"Options.Hdr.Auto":"Otomatik",
"Options.Env.BinkPlayback.Label":"Bink video oynatma",
"Options.Env.BinkPlayback.Desc":"Host, Bink videolarını FFmpeg köprüsüyle oynatır ancak bazı oyunlarda sorunlarla karşılaşabilir.\nGuest, oyun motorunun kendi kod çözücüsünü kullanır.\nSkip, Bink videolarını atlar; bu, geliştirmeyi kolaylaştırabilir.",