* controller: enable the DualSense HIDAPI driver, light bar and adaptive triggers
Three additions. SDL was opening a DualSense through the generic gamepad path, so SDL_GameControllerHasLED and SDL_GameControllerGetNumTouchpads both reported nothing and no touchpad events ever arrived - enabling the PS5 HIDAPI driver before SDL_InitSubSystem is what makes the light bar and the existing touchpad support reachable. PadSetLightBar validated its arguments and returned OK without touching the pad; it now drives the LED. PadSetTriggerEffect did the same; it now translates the mode and parameters into a DualSense trigger block and sends it.
* controller: fix DualSense effects
---------
Co-authored-by: nmzik <Nmzik@mail.ru>
* macOS: auto-discover bundled MoltenVK on startup
On macOS the Vulkan loader comes from MoltenVK. SDL's default
probe only searches system paths, so a bundled libMoltenVK.dylib
next to the executable is invisible under the hardened runtime.
Probe it explicitly via SDL_GetBasePath() before falling back to
SDL's default search. Respect SDL_VULKAN_LIBRARY overrides and
log which loader is used. Update README to reflect that no
environment variable is required for bundled builds.
Co-Authored-By: internal-model
* window: fix Vulkan portability enumeration on macOS
MoltenVK requires VK_KHR_portability_enumeration and
VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR to surface
portability devices via enumeratePhysicalDevices. Without the flag
the adapter is hidden on some driver versions, causing
"Could not find suitable device" failures.
Add the instance extension and flag when available, and add
diagnostic logs for all MoltenVK fallbacks (depthClipEnable,
colorWriteEnable, depthBounds, fragmentShaderBarycentric)
so black-screen diagnostics are actionable.
* macOS: add KytyPS5.app bundle packaging
Add a proper macOS application bundle when the launcher is built.
launcher becomes KytyPS5.app (CFBundleIdentifier org.kytyps5.kytyps5)
with KytyPS5 as the executable, and kyty_emulator is installed as a
helper inside Contents/MacOS so QCoreApplication::applicationDirPath()
finds it. MoltenVK is auto-discovered via SDL_GetBasePath() in that
directory, so no SDL_VULKAN_LIBRARY is required.
- src/launcher/Info.plist.in: minimal bundle plist (version from
PROJECT_VERSION, LSMinimumSystemVersion 13.0).
- src/launcher/CMakeLists.txt: set MACOSX_BUNDLE, BUNDLE DESTINATION,
install helper, re-sign helper with JIT entitlements, and invoke
macdeployqt when available. Keep flat kyty_emulator for CLI.
- .github/workflows/build.yml: bundle MoltenVK into
KytyPS5.app/Contents/MacOS when present, verify bundle artifacts
(file/lipo/codesign), and handle bundle paths in the release zip.
- README.md: document bundle double-click and MoltenVK locations.
* launcher: fix bundle rpath for Qt frameworks
The bundle executable had @rpath references to Qt frameworks but no
LC_RPATH, causing dyld to abort at launch:
Library not loaded: @rpath/QtConcurrent.framework
Reason: no LC_RPATH's found
Set INSTALL_RPATH to @executable_path/../Frameworks and
BUILD_WITH_INSTALL_RPATH so the built and installed bundles
resolve Qt from Contents/Frameworks. Verified via otool -l
(LC_RPATH now present) and macdeployqt now succeeds without
"Cannot resolve rpath" errors.
* launcher: add Import game button
Add a prominent Import button to ConfigurationListWidget that lets
users select a game folder (containing eboot.bin) or a folder
containing multiple games via QFileDialog. Handles:
- Single game folder selected: adds its parent to game_dirs (Scan
searches subdirectories, so parent is needed)
- Folder with multiple games: adds the selected folder
- Deduplication via PathKey/NormalizeGameDirectories, writes
settings, rescans, and selects the imported game if found
- Shows info/warning dialogs when no games are found
UI: QToolButton with SP_DirOpenIcon and text Import beside the
existing toolbar, styled with a blue background for visibility.
Logic in ConfigurationListWidget::import_game().
* macOS: fix bundled loader and artifact packaging
* Revert "launcher: add Import game button"
This reverts commit 2f670ef95c.
---------
Co-authored-by: nmzik <Nmzik@mail.ru>
* window: toggle borderless fullscreen with F11 and Alt+Enter
Match the existing SDL_WINDOW_FULLSCREEN_DESKTOP startup path so testers
can switch modes at runtime. Reserve F11 in host input mappings. Fixes#217.
* window: consume fullscreen hotkey input
---------
Co-authored-by: nmzik <Nmzik@mail.ru>
Add compact keyboard and mouse mapping with analog-stick defaults and integrate a global remapping editor into the Qt launcher.
Based on the host input remapping work from PR #109.
Co-authored-by: DistantMyth <thetarun3@gmail.com>
* macos: POSIX platform layer (host fault handler, virtual memory)
- hostException: Mach/POSIX signal-based host fault handler mirroring the
Windows vectored handler (SIGSEGV/SIGBUS/SIGILL), behind
'#elif defined(__APPLE__)'. Windows and Linux branches are untouched.
- sysLinuxVirtual: mach_vm_region-based is_mapped (no /proc/self/maps on
macOS), PTHREAD_MUTEX_NORMAL, and a MAP_FIXED carve-in-place allocator that
never leaves an unmapped hole for dyld/Rosetta/Metal to claim. All
__APPLE__-guarded; the original Linux allocator path is preserved verbatim.
- sysLinuxDbg/sysLinuxFileIO: libgen.h for basename(), and a POSIX
opendir/readdir implementation of SysFileGetDents (previously a stub).
* macos: guest kernel backing, threads, and POSIX libs
- memory/memoryAddressSpace: anonymous shm_open backing (macOS has no
memfd_create) and re-reserve-on-unmap so a guest MAP_FIXED remap never
destroys a host mapping (__APPLE__-guarded). Drops host <sys/mman.h> MAP_*
macros so the guest's constexpr MAP_* constants compile (no-op on Windows).
- pthread: undef the host PTHREAD_STACK_MIN macro; on non-Windows, pin the
stack-switch asm's guest rsp/rbp to callee-saved r14/r15 (the template
clobbers r12/r13); __APPLE__ no-op for the absent pthread_condattr_setclock.
The Windows stack-switch asm is byte-identical.
- network: define SOCKET/INVALID_SOCKET for the non-Windows paths (were
undefined at 20+ use sites), and rename the non-Windows kernel_clock_*
helpers to the CamelCase names the callers already use. Both repair the
shared non-Windows build. Integer reinterpret_cast -> static_cast.
* loader: pin stack-switch asm operands to callee-saved registers
RunEntry switches to the guest stack with an asm template that clobbers
r12/r13 before consuming its inputs. With plain "r" constraints the compiler
may place func/guest_rsp/guest_rbp into r12/r13, so 'callq *func' jumps
through the saved host rsp -- a latent miscompile on every platform that any
unrelated codegen change can trigger. Pin the inputs to rbx/r14/r15, which the
template never touches and the SysV callee preserves.
General correctness fix (not macOS-specific); the same fix is applied to
pthread RunOnGuestStack.
* macos: Vulkan/MoltenVK graphics enablement
- pageManager: GPU write-tracking via Mach VM queries + mprotect (mprotect
cannot report the previous protection, so the expected-old check is dropped),
thread id via pthread_mach_thread_np, 4 KB page-size check -- __APPLE__-guarded.
- shaders/renderDraw/vulkanWindow: MoltenVK lacks VK_EXT_color_write_enable,
VK_EXT_depth_clip_enable and depthBounds; fall back to static color-write
masks and default depth clipping, request VK_KHR_portability_subset, and
reuse the graphics queue for present when only one queue is exposed. Non-Apple
pipeline/extension setup is unchanged.
- window: optional borderless window (KYTY_BORDERLESS) to sidestep a Rosetta
NSException in macOS window chrome.
* graphics: macOS thread identity for region tracking
Region-ownership locks resolve the current thread via GetCurrentThreadId()
on Windows and EXIT elsewhere. Use the Mach thread port on macOS (nonzero
per-thread id; 0 stays the no-owner sentinel).
* macos: marshal AppKit window operations to the main thread
The present worker thread shows the window, updates its icon and title, and
recreates a lost Vulkan surface. AppKit traps with 'Must only be used from the
main thread' when these run off the main thread. Route them through a small
task queue drained by the SDL main loop (an SDL_USEREVENT wakes the loop when
it is blocked in SDL_WaitEvent). Title updates are fire-and-forget; showing
the window and surface recreation wait for completion.
Windows and Linux call the SDL functions directly, as before.
* build: ignore the _Build output directory
_Build is the conventional out-of-tree build location (only _Build/vscode-clang
was ignored); a stray git add could sweep build artifacts into a commit.
* macos: isolate stack-switch workaround
---------
Co-authored-by: nmzik <Nmzik@mail.ru>