* libNet: answer sceNpGetAccountLanguage2 as a signed-out user
sceNpGetAccountLanguage2 was not registered, so games that call it hit
the unresolved-import stub. The stub returns 0, which tells the game the
request succeeded and that the language code buffer now holds the
account's language, but nothing was written to it.
Saros (#1053) calls it from its analytics thread right after
sceNpGetAccountAge, each on its own request. sceNpGetAccountAge already
reports SCE_NP_ERROR_SIGNED_OUT there, so the game is told the user is
signed out for one query and signed in for the next. Demon's Souls
(#890), Ghost of Yotei (#1095) and NHL 27 (#1101) import it as well.
Register it next to the other NpManager account queries and answer the
way they do: SCE_NP_ERROR_INVALID_ARGUMENT for a request id <= 0 or a
null output pointer, SCE_NP_ERROR_SIGNED_OUT otherwise. The output is
left untouched because nothing was looked up.
* libNet: reject missing account language requests
---------
Co-authored-by: overlordxrz-source <overlordxrz-source@users.noreply.github.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
* 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>
* systemservice: add an option to report the notice screen as skipped
sceSystemServiceGetNoticeScreenSkipFlag always returned false. Return the
new skip_notice_screen option instead. Games that check this flag skip
their boot logo movies when it is set; Marvel's Wolverine, for example,
then does not queue movies/BootSequence/BootSequence.movie.
The option defaults to off, so behaviour is unchanged unless it is
enabled with --skip-notice-screen true or the launcher's "Skip boot
logos" checkbox. The launcher stores it with the other per-game settings,
so it is included in per-game config import and export.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Shorten skip notice screen wording
---------
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
* 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>
* kernel: apply clang-format to pthread.cpp
Output of the repository's pre-commit clang-format hook (v22.1.3) on
this file; no code change.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* kernel: fix the macOS build of host thread naming
199d0a9d (#1106) names guest threads on the host with the two-argument
glibc pthread_setname_np(thread, name). KYTY_PLATFORM is
KYTY_PLATFORM_LINUX on macOS too, so the macOS job now fails with "no
matching function for call to 'pthread_setname_np'": Apple's version
takes only the name and renames the calling thread. This code already
runs on the new thread itself (it passes pthread_self()), so use the
one-argument form on Apple with Apple's 63-character limit and keep the
Linux call unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Remove formatting
---------
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
PthreadCreate carries a guest thread name, but RunThread never handed it to
the host, so every guest thread showed up as the same generic host thread
name in core dumps, perf samples and htop.
Call pthread_setname_np() on Linux so host-side diagnostics can attribute
work to the guest thread that caused it.