Commit Graph

297 Commits

Author SHA1 Message Date
Felipe b95ea4bb5f Support mountable-content DLC (addcont with real content) (#1581)
Support mountable-content DLC (addcont) and fix PlayGo chunk count query
2026-10-17 04:44:28 +02:00
nmzik 5dec523143 Stub RazorCpu profiling markers in a dedicated library 2026-10-16 19:16:42 +02:00
nmzik e7ac242039 Load packaged system modules through the native module lifecycle 2026-10-16 19:13:36 +02:00
Felipe 3ff6606fcb Input mapping tabs UI, emulated touchpad, and rumble for non-PS5 controllers (#1541)
* Revamp input mapping dialog with tabs, gamepad remapping and gyro emulation toggle

Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>

* Add emulated touchpad (mouse/gamepad) with particle skins; widen input dialog

Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>

* Disable mouse touchpad mode when the cursor leaves the window

Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>

* Add touchpad hand-cursor toggle; share touchpad options across both tabs

Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>

* Hide touchpad trail and particles when the visual toggle is off

Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>

* Rename input mapping tabs

Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>

* Rumble non-DualSense gamepads from haptic audio

Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>

* Fix input mapping, touchpad transitions, and rumble fallback

---------

Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
2026-10-16 04:04:37 +02:00
opcod3 13e4c315b6 agc: Cleanup names so they match NIDs (#1508)
* agc: Cleanup names so they match NIDs

Simple commit tidying up libSceAgc function names so they match their
NIDs. This just a tidy-up commit that makes it more obvious what each
function is.

* agc: Preserve unknown fused shader size name
2026-10-16 02:16:19 +02:00
Felipe 4242ec5a64 Add add-on (DLC) support (#1519)
Add add-on content support

Co-authored-by: nmzik <Nmzik@mail.ru>
2026-10-16 02:09:39 +02:00
Mr. Big Britches 6568fe9a84 Implement Missing NGS2 System Functions Lock & Unlock (#1542)
* Implement NGS2 SystemLock

* Implement NGS2 SystemUnlock

* Add guard for system_handle value of 0

* Return correct error code from system_handle guard

* Validate NGS2 system handles before locking

---------

Co-authored-by: nmzik <Nmzik@mail.ru>
2026-10-16 01:39:40 +02:00
Hector Mödinger S. 54abbf48f2 kernel: implement vectored writes for profile index saves 2026-10-16 01:27:57 +02:00
overlordxrz-source 56d3ce98f0 kernel: implement path-based truncate for replay files 2026-10-16 01:27:53 +02:00
shadowbeat070 30a4673c60 libs: port entitlement requests and fixed-refresh VRR status 2026-10-16 00:16:01 +02:00
nmzik a5ceb48184 agc: encode acquire-memory byte ranges in standard packets 2026-10-15 23:34:42 +02:00
nmzik 28766a915b audio: decode PS5 ATRAC9 discrete multichannel streams
Co-authored-by: fxpw <fxpw@outlook.com>
2026-10-15 22:28:01 +02:00
nmzik 259a40abfc memory: honor sparse AMM unmaps and restore failed GPU ranges 2026-10-13 21:33:50 +00:00
nmzik a7a734b5d3 video: implement PS5 Vdecsw using a shared queued AVC decoder
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
2026-10-13 21:27:07 +00:00
Devran Cosmo Uenal 5b0ef07742 audio: keep NGS2 sampler voices within max_waveform_blocks (#1450)
audio: preserve NGS2 streaming buffer ownership
2026-10-12 14:22:06 +02:00
nmzik e699a35f20 netctl: add opt-in host IPv4 connectivity and launcher toggle 2026-10-12 01:20:43 +02:00
nmzik 41beda4367 ampr: fix APR completion loss in 768-byte read batches
Co-authored-by: Chai T <ct@talnikar.in>
2026-10-12 01:20:43 +02:00
Chai T 048fe9f413 kernel: export sceKernelFtruncate through existing native handler 2026-10-12 01:20:43 +02:00
nmzik cb375ec35a add load exec
Co-authored-by: thenotsoquietninja44-collab <thenotsoquietninja44@gmail.com>
2026-10-11 09:31:31 +02:00
nmzik d4bb7fd786 agc: remove command buffer debug dump 2026-10-11 03:03:26 +02:00
popcoder565 fbea51c684 agc: implement sceAgcSetNop (#1343)
* agc: implement sceAgcSetNop

Star Wars Outlaws calls sceAgcSetNop (K2mciNVxUCE) and crashes right after
the unresolved stub returns, without the packet being disabled.

The call turns a packet into a NOP of the same length. Clear the emulator's
custom NOP code as well, so packets that the HLE encodes as NOPs, such as
end-of-pipe actions, stop executing too.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* agc: keep packets disabled by sceAgcSetNop from reading as markers

A disabled packet whose first payload word carries the 0x6875 marker
signature still reached the marker handler, which can flip or stop on an
unknown marker ID. Clear the signature so the packet is skipped like any
other NOP.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* agc: tidy SetNop logging and comments

---------

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
2026-10-11 03:00:09 +02:00
Devran Cosmo Uenal a6f4e8e7f4 AvPlayer: recycle output buffers so the decoder can run ahead 2026-10-11 02:08:27 +02:00
nmzik 9a5dd9faff agc: reserve driver backing before guest direct-memory allocation 2026-10-11 01:05:56 +02:00
nmzik f63d3befdc Add startup splash screen 2026-10-10 19:07:06 +02:00
nmzik 165cd884ca agc: initialize function table in tracked driver memory 2026-10-09 15:06:39 +00:00
nmzik 4c8fc53a85 agc: support one-word NOP reservations and share packet sizing 2026-10-09 14:02:06 +02:00
nmzik 3ae5a9b70a agc: implement branch target patching and packet size queries 2026-10-09 13:01:19 +02:00
nmzik b65dc12208 Track pad port ownership and reject duplicate opens 2026-10-08 21:58:53 +04:00
Devran Cosmo Uenal 58978d154a font: rasterize glyphs larger than 128 pixels (#1214)
Glyph images were rendered into a fixed 128x128 buffer and their width and
height were clamped to 128. Since glyphs are rasterized at the requested
scale (f96a14a0), large text such as title cards lost every row and column
past 128 pixels, so letters were drawn cut into bands.

The glyph buffers now grow to the glyph's bitmap box and width_byte is the
glyph's width. The VGA fallback font keeps its 128-pixel limit; scalable
glyphs are limited to 4096 pixels only to reject absurd scales.
2026-10-08 20:03:13 +04:00
NeySlim 107d5f750a libNet: finish NpCommerce dialogs at open (#1166)
* libNet: finish NpCommerce dialogs at open

* libNet: complete NpCommerce dialog cancellation

---------

Co-authored-by: nmzik <Nmzik@mail.ru>
2026-10-08 19:31:47 +04:00
Dimitar Vagalinski f40755173f ampr: keep resolved host paths in native form (#1175)
* ampr: keep resolved host paths in native form

ResolveOnePath stored each resolved file as a UTF-8 std::string
(Common::PathToString) and the read, stat and size paths turned that
string back into a std::filesystem::path. On POSIX this round trip is a
no-op, but on Windows path(std::string) decodes the bytes with the ANSI
code page, not UTF-8 (/utf-8 only sets the source and execution
charsets). Any non-ASCII character in the game folder therefore produced
a different path: the resolve step found the file through the native
path, then every APR read of it failed with ENOENT.

Tokyo Xtreme Racer (#1156) installed under "D:/Инсталляторы/[ps5]/..."
hits this on its first pak read:

  APR read missing host file: .../tokyoxtremeracer/content/paks/global.utoc
  Apr read failure 80020002 at CB offset 0   (LowLevelFatalError, abort)

even though KernelStat and the directory listing see the same file.

Store std::filesystem::path in ResolvedPathInfo and the file-id table
and pass it straight to Common::File. Convert to UTF-8 only for the log
lines.

* tests: cover APR stat and size under a non-ASCII host folder

Resolve a file inside a Cyrillic directory through APR and check that
the stat and size exports find it by ID, matching the Tokyo Xtreme
Racer install layout from #1156. On POSIX the old string round trip
also passed, so this guards the Windows path.

* tests: read the non-ASCII APR fixture through an APR command

Review on #1175 noted that the Unicode fixture only checked the stat
and size exports. A submitted APR read opens the stored host path in
ExecuteCommand/ReadHostFileToGuest, which the fixture did not reach.

Add AprReadMatches, which submits one APR read command for a file ID
and compares the bytes, and use it on the file under the Cyrillic
folder. As with the stat and size checks, POSIX hosts run this path but
only Windows would show an ANSI code page round trip.

* Remove APR path tests from this change

* Remove unrelated formatting changes

* Remove native path explanatory comments

---------

Co-authored-by: overlordxrz-source <overlordxrz-source@users.noreply.github.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
2026-10-08 19:27:10 +04:00
nmzik aa3b2cd57f Implement AGC async rewind imports 2026-10-08 17:43:02 +04:00
Dimitar Vagalinski 4865dd92ca libNet: answer sceNpGetAccountLanguage2 as a signed-out user (#1186)
* 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>
2026-10-08 16:48:01 +04:00
Jetsku 3c62359e05 Fix/trigger effect state (#1132)
* 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>
2026-10-08 16:00:17 +04:00
nmzik 62643c3424 system service: deliver initial AppContent entitlement updates through shared queue 2026-10-08 15:53:14 +04:00
nmzik 210d4dcd99 sysmodule: track shared module load references and unloaded status 2026-10-08 15:52:18 +04:00
nmzik 5a8808086a ampr: honor shared counter waits and completion writes 2026-10-08 03:36:59 +04:00
nmzik 861dd76d7f net: accept sufficient Ethernet address output buffers 2026-10-08 03:36:59 +04:00
nmzik db41d0482f kernel: retain POSIX file descriptor close-on-exec flags 2026-10-08 03:36:11 +04:00
nmzik c86c8b4d93 audio: mix AudioOut2 objects and apply port gains
Co-authored-by: chenxiao07 <chenxiao07@gmail.com>
2026-10-08 01:47:34 +04:00
chenxiao07 e43aadf75f ampr: assign unique IDs to resolved file paths 2026-10-08 01:18:40 +04:00
nmzik 67d7db685a agc: new abi 2026-10-07 16:22:30 +04:00
dcave14 cc44a43ebc systemservice: add an option to report the notice screen as skipped (#1127)
* 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>
2026-10-07 04:21:27 +04:00
Henrique Reis Neves e7cfe5a2f7 libkernel: implement sceKernelAioWaitRequests (#1109)
kernel: implement batch AIO completion waits

Co-authored-by: nmzik <Nmzik@mail.ru>
2026-10-07 04:13:06 +04:00
nmzik e679486ed3 net: translate native UDP socket options and microsecond timeouts 2026-10-06 23:41:06 +04:00
thenotsoquietninja44-collab 4852721005 net: export connect, getsockopt, sendto, and recvfrom 2026-10-06 21:32:46 +04:00
Felipe fb7ff7ec03 Map UDS events to trophies from dumped metadata; trophy viewer/overview improvements (#1088)
* 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>
2026-10-06 17:45:26 +04:00
nmzik cdb64bfd4f graphics: share indirect draw handling and honor indexed sources 2026-10-06 00:35:02 +04:00
Rohit Mahto dc3cd2d2c9 libNet: honour the option mask in sceHttpUriBuild (#1069)
* libNet: honour the option mask in sceHttpUriBuild

sceHttpUriBuild's `option` argument (SCE_HTTP_URI_BUILD_WITH_*) selects which
components of the SceHttpUriElement end up in the output. HttpUriBuild logged
the value and ignored it, always returning the full URL.

Black Myth: Wukong calls it with SCHEME alone and requires "https://" (or
"http://") back before it starts an HTTP request. The full URL fails that
check, so the request starter returns false. The caller's "run on game thread
and wait" helper then returns early while its task stays queued, still holding
by-reference captures of a stack frame that is already gone. About 70 seconds
into boot the game thread runs that task against the dead stack and faults
(null read at eboot+0x59662f). With the mask honoured the game gets past that
point and reaches its title cinematic and menu.

Bits: SCHEME 0x01, HOSTNAME 0x02, PORT 0x04, PATH 0x08, USERNAME 0x10,
PASSWORD 0x20, QUERY 0x40, FRAGMENT 0x80. A mask with none of the eight bits
set keeps the previous "everything" behaviour for callers that never pass one.
A scheme-only build returns "https://", the authority marker belonging to the
scheme chunk.

Adds TestBuildHonoursOption to http_uri_parse covering scheme-only, hostname,
port, path, and the 0xff / 0 cases.

* libNet: simplify URI build code and tests

---------

Co-authored-by: nmzik <Nmzik@mail.ru>
2026-10-05 21:31:45 +04:00
nmzik 72e4989b1e Add trophy notification support
Co-authored-by: Felipe <54341095+Pipe530@users.noreply.github.com>
2026-10-05 10:24:12 +04:00