* Pad: report the adaptive trigger state instead of always 0
scePadGetTriggerEffectState returned 0 for both triggers. Games that wait for
the state of the trigger effect they set before acting on L2/R2 never saw it
change; in Astro Bot, L2/R2 actions such as punches did nothing in some levels.
The state now follows from the game's last effect per trigger (already kept
for the DualSense output) and the trigger's travel, 0..255 over the effect's
ten positions: feedback no force / pushing, weapon not / almost / fully
pressed, vibration not firing / firing, with the values 1..7 that duaLib
(WujekFoliarz/duaLib) reads from a DualSense input report. SDL does not expose
that report, so this is an approximation; it also works with other pads and
the keyboard, where a digital L2/R2 is full travel. The trigger intensity
setting changes only the output, not the reported state.
Tested in Astro Bot (PPSA21567 1.018) by a player in the levels where the
triggers did nothing.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* tests: controller_settings covers scePadGetTriggerEffectState
Feedback, weapon and vibration states across the trigger travel, a trigger without an effect, a masked update keeping the other trigger's effect, and the intensity setting leaving the reported state unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Pad: a feedback trigger reports pushing only while it is pressed
A feedback effect from position 0 reported FEEDBACK_IS_PUSHING on an untouched trigger, so a game waiting for the change from no force to pushing never saw it. In Astro's Playroom the gacha capsules did not break on R2. Feedback states (modes 1, 4, 5) now need some travel (>= 8 of 255). Tested in Astro's Playroom (PPSA01325): the capsules break on R2 again.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Pad: a vibration trigger reports firing only while it is pressed
A vibration effect from position 0 reported VIBRATION_IS_FIRING on an untouched trigger; in Astro's Playroom the gun fired by itself. Vibration states (modes 3 and 6) now need some travel, as the feedback states do. Tested in Astro's Playroom.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Pad: reject invalid handles in scePadGetTriggerEffectState; test the remaining effect modes
scePadGetTriggerEffectState ignored its handle and returned pad 1's state for any handle. It now returns
SCE_PAD_ERROR_INVALID_HANDLE (0x80920003) for handles other than 1, like the other pad queries in libPad.cpp
and duaLib.
controller_settings now also covers multiple-position feedback (mode 4: pushes only at positions with a
strength), slope feedback (mode 5: pushes from its start position, not on an untouched trigger) and
multiple-position vibration (mode 6: fires only at positions with an amplitude and a frequency).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Pad: scePadGetTriggerEffectState returns libScePad's invalid-argument code
A null state returned 0x80960005, which is SCE_USER_SERVICE_ERROR_INVALID_ARGUMENT,
not a pad error; libScePad's code is SCE_PAD_ERROR_INVALID_ARG (0x80920001), as
scePadSetTriggerEffect returns. The call now lives with the other pad calls in
controller.cpp so controller_settings tests its handle and argument checks.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Pad: correct trigger effect state reporting
---------
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
* tests: cover the 16-bit integer VOPC compares
V_CMP_{EQ,LE,GT,NE}_I16 and V_CMP_{EQ,LE,GT,NE,GE}_U16 decode and translate but
no test exercised them. VectorCompareI16U16Ops compares low halves that
differ in sign interpretation (0x8000 vs 0x7fff) with both the signed and the
unsigned opcodes, and uses operands whose high halves differ to check that only
the low 16 bits are compared. It runs in the default list and with
--int16-compare-only.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* tests: cover the 16-bit integer VOP3 ALU ops
V_SUB_NC_U16, V_ADD_NC_I16, V_ASHRREV_I16, V_MAX_U16 and V_MIN_U16 decode and
translate but no test exercised them. Vop3Int16Ops checks wraparound without
clamp, the shift amount taken from the low four bits of src0, unsigned
ordering for max/min on 0x8000 vs 0x7fff, that the high halves of the sources
are ignored and that the high half of the destination is preserved. It runs in
the default list and with --int16-alu-only.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* tests: cover the packed 16-bit integer VOP3P ops
V_PK_MAD_I16, V_PK_MAD_U16, V_PK_MUL_LO_U16, V_PK_ADD_I16, V_PK_SUB_U16,
V_PK_LSHLREV_B16, V_PK_LSHRREV_B16, V_PK_ASHRREV_I16, V_PK_MIN_I16, V_PK_MAX_U16
and V_PK_MIN_U16 decode and translate but no test exercised them. Vop3pInt16Ops
runs each on both halves with the default half selection: wraparound without
clamp, shift amounts from the low four bits of each src0 half, and min/max on
0x8000 vs 0x0001 so signed and unsigned ordering give different results. It
runs in the default list and with --int16-alu-only.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
TestConcurrentBackingReads (7e011fa5) builds its reader pairs with
std::pair {TryReadBacking, TryReadSparseBacking}. Class template argument
deduction then also considers pair's const T1& / const T2& constructors, which
deduce function types, and libstdc++ and libc++ reject a pair member of
function type ("data member instantiated with function type"), so
virtual_memory_allocation_tests no longer compiles on Linux and macOS. MSVC's
library accepts it, which is why Windows still builds.
Take the functions' addresses so the pairs hold function pointers.
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
* feat(shader): emulate DS_ORDERED_COUNT as a GDS atomic
* fix(shader): issue one ordered-count atomic per wave
* shader: correct ordered-count addressing and wave results
Use the M0 base and pixel packer offset for the GDS counter. Broadcast the
previous value to every lane and preserve the counter when EXEC is empty.
Add GPU regressions for add/exchange with full, partial, and empty EXEC in
wave32 and wave64. The targeted DS and buffer atomic suite passes 63 cases.
---------
Co-authored-by: nmzik <Nmzik@mail.ru>
avplayer_file_tests compiles libs/avPlayer.cpp into the test, and its
PRINT_NAME() calls Loader::Timer::GetTimeMs(). Add loader/timer.cpp to the
target, like the other tests that compile HLE library sources. CI links the
test with LTO, which drops the unused reference, so the failure only shows
in non-LTO builds such as the README's no-Qt instructions.
Clang with libstdc++ rejects optional<IndirectDescriptor>::emplace() with
no arguments in ShaderRecompilerComputeTests.cpp. Assign the descriptor the
same way the neighbouring test does.
trophy_system is registered with ctest but kyty_tests did not build its
executable, so ctest reported it as Not Run.
Co-authored-by: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* loader: enable AMD CPU instruction patching on macOS
The guest instruction patcher was compiled out on macOS and runtimeLinker forced emulate_amd off,
so under Rosetta every SSE4a EXTRQ/INSERTQ took the SIGILL path (about 18 us each). Build the
patcher on all hosts and let --amd-cpu enable it on macOS like on Windows and Linux. The host
feature probe already reports no SSE4a under Rosetta, so EXTRQ becomes a native trampoline and the
remaining fallbacks keep using the x64 instruction emulator through the host exception handler.
* tests: macos_sse4a covers the guest instruction patcher on macOS
Patch EXTRQ/INSERTQ blobs in an RWX area with a trampoline page behind it, with the host features of
Rosetta (no SSE4a/RDPID/CLWB), and compare against the SIGILL emulator: EXTRQ must become a native
trampoline without SIGILL, INSERTQ stays a trap handled by the emulator, and nothing is touched
without emulate_amd.
* loader: emulate the patcher's VRSQRTPS trap and MWAITX on macOS
The AMD CPU patcher marks VRSQRTPS it cannot relocate by clearing a reserved
VEX.vvvv bit, which raises #UD on every host including Rosetta. The macOS build
left TryEmulateReciprocalSquareRoot and TryEmulateMonitorxMwaitx out, so the
guest died with an unhandled SIGILL at the first such site.
Both are plain SSE2/libc, so enable them on macOS. The Darwin context also
gains ClearUpperYmm so the VEX.128 result zeroes YMM[255:128] when the thread
has the AVX context. macos_sse4a covers the trapped VRSQRTPS and MWAITX.
* tests: macos_sse4a runs a plain VEX.128 VRSQRTPS through the patcher
The existing case started from an instruction that was already marked as a trap. The
new cases feed the ordinary encoding to PatchGuestInstructions and compare the result
with the emulated reference, both through a native trampoline and, when the instruction
cannot be relocated, through the trap mark and the signal emulator.
* loader: compact macOS instruction patcher coverage
Share the emulator dispatch chain while keeping SHA emulation limited to non-Apple hosts and preserving handler order. Remove a duplicate VRSQRTPS signal test already covered by both native and trapped patcher cases, plus blank lines left by removed platform guards.
---------
Co-authored-by: nmzik <Nmzik@mail.ru>
* Map UDS events to trophies via dumped metadata and redesign trophy UI
Correlate each UDS event to its stat ID (uds00.ucp) and trophy target (trophy00.ucp) instead of a hard-coded event, store trophy JSON with unlock date/time outside _SaveData, and add a PS5-style toast, viewer and overview.
Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
* Fix trophy rule evaluation and share progress accounting
* Match trophy and reload toolbar styling
---------
Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
Co-authored-by: nmzik <Nmzik@mail.ru>