Checked against pspautotests audio/audiocodec, recorded on a PSP.
- Atrac3+: at3Related selects headered (mpeg.prx) or raw (libatrac3plus)
frames, instead of sniffing for the sync word. The header's size field
is 10 bits, as the context's. Header errors 0x211/0x213, bad frames
0x20a, all returning SCE_AVCODEC_ERROR_INVALID_DATA with nothing read.
- The first successfully decoded Atrac3+ frame, and the first two AAC
frames, produce no output. Checked sample-for-sample against hardware.
- Atrac3: the parameter at 0x28 selects the frame layout, as
libatrac3plus.prx's table maps it. We used to read its low bit as a
joint-stereo flag, which decoded mono (0x0F) streams as stereo garbage.
AtracCtx2 had the table's fields swapped the same way.
- at3_standalone's Atrac3 output was inverted relative to the PSP's
(sceAtrac too). Negate the IMDCT scale.
- CheckNeedMem sizes (AAC is 0x658c), codec 0x1004/0x1005, Init
validation (AAC sample rate, Atrac3 parameter, Atrac3+ channels), and
ReleaseEDRAM clearing edramAddr.
- Every call that reaches the ME now blocks for its measured time, and
decode time is modelled per codec and frame size.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
GLSLtoSPV takes an optional SPIRVCache, keyed on a 32-bit hash of the
source, stage and variant, plus the source length. A changed shader
simply misses. thin3d's shaders and the other fixed ones use a global
cache in PSP/SYSTEM/CACHE/vulkan_spirv.cache, loaded on first use and
saved after graphics init, when a game's cache is saved, and at
shutdown; it's flushed once it reaches 32 entries, about twice what a
session compiles, so outdated ones don't pile up. Game shaders keep
theirs in the .vkshadercache, ahead of the shader IDs so that the
compiles on load find it (version 60), and only what the session used
is saved.
A cold glslang costs about 40ms before its first shader here, and
0.3-0.9ms per shader after that.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Like the UI atlas, keep the decoded image around and only recreate the
texture when a new UIContext asks for it, rather than reading the
metadata and decoding the ZIM from disk each time.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
The end callback checked the kernel object's lockThread, which for an
lwmutex is only refreshed by sceKernelReferLwMutexStatus. The lock state
lives in the workarea, so an unlock during the callback left the waiter
waiting forever. Verified against pspautotests threads/lwmutex/callbacks.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Replaces the global in-callback counter with each thread's own mipscall
chain, so several threads can be inside callbacks at once, and other
threads' callbacks (better priority ones right away) run while one is.
Verified against pspautotests threads/callbacks/otherthread, recursion
and intrnotify:
- A callback nests only one level: a CB wait that would go deeper never
returns on hardware, so the callback is left pending instead.
- A non-CB wait inside a callback no longer runs callbacks because of
the CB wait the callback interrupted.
- Callbacks for a waiting thread are only taken when it beats both the
running thread and every ready one. After an interrupt (which runs on
the idle thread) that's the thread about to resume, not idle.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Verified against pspautotests threads/callbacks/waittypes:
- __KernelThreadingInit() cleared the wait type callback table after
__KernelMemoryInit() had registered VPL and FPL in it, so a VPL or FPL
wait interrupted by a callback was never paused or resumed, and could
hang forever.
- A msgpipe deleted during a callback left its waiter waiting, instead
of waking it with WAIT_DELETE.
- A wait that got its object during a callback reported no time left;
put the timer back before trying to unlock, so the unlock writes what
remains.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Verified against pspautotests threads/callbacks/delivery:
- Notifying the callback of a better priority thread in a CB wait runs
it right away. Callbacks of other waiting threads stay pending until
those threads would get to run, rather than being taken at any
reschedule, so they can still be counted or canceled.
- sceKernelCancelCallback clears the notify count, not just the arg.
threads/callbacks/cancel, count and umd/wait/wait now pass.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Verified against new pspautotests threads/callbacks/afterwait and nested:
- A thread inside a callback runs its own pending callbacks (even the
same one again) nested, when it enters a CB wait. Waits paused by a
nested callback are keyed by the outer callback's id.
- sceKernelCheckCallback inside a callback returns ILLEGAL_CONTEXT
without running anything.
- sceKernelSleepThreadCB with a queued wakeup runs pending callbacks
before consuming it.
- A thread whose wait ended during a callback keeps the CPU, instead of
queueing behind threads of the same priority.
threads/callbacks/notify now passes too.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
A thread whose wait ends without a context switch (for example when a
callback run from the wait satisfies it) keeps its old waitType. If it
later ran a callback, from sceUmdWaitDriveStatCB with the drive already
ready for instance, the stale wait's begin/end hooks ran, couldn't find
the paused wait, and resumed the thread with SCE_KERNEL_ERROR_WAIT_DELETE,
overwriting the HLE call's return value.
Should fix "sceUmdWaitDriveStatCB: error 0x800201b5" dialog in
Maru Goukaku TOEIC Test Portable (#7576).
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
How to keep lldb and gdb from stopping on the faults the handler is meant
to catch, and the crash_*.prx tests as a quick check that it works.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Apple platforms now use the same SIGSEGV/SIGBUS handler as Linux instead of
a Mach exception port. The Mach port was only set on the installing thread,
which is the loader thread, not the one running JIT code. ARM64 had no
context definition at all.
Also pass the thread state (not the mcontext) to the handler, accept SIGBUS
fault codes, and fix restoring a disabled altstack on Darwin.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
An interpreter state always claimed an uneaten VFPU prefix, which made a
JIT loading it run in unknown-prefix mode for the rest of the session.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Drop an ISO handle whose file isn't in the loaded image instead of keeping
a null file, and don't reopen a directory file with exclusive create.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Missing sections (videocodec, audiocodec, aac, mp3) and old-version
branches (impose, io, umd, gps, mic, display, font) left the session
before the load in place.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
sceMpeg's AVC resource flag, whether the VSH is running, sceReg's handle
counter, sceNet's pending apctl events and product code block, and the
save dialog's copy of the original request (without which the first
Update after a load reloaded the request and lost its results).
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
__DmacDoState and __UsbCamDoState existed but weren't in the module list,
so the memcpy deadline and camera state carried over from before a load.
The NpDrm licensee key wasn't saved or reset at all, so EDATA opened after
a load in a fresh session couldn't be decrypted.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Without saved flags, those states were resolved against today's defaults,
and everything graduated since (sceMpeg, sceFont, the leaf libraries) ended
up on unresolved stubs.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
The first one got n-1, which is the state's last event, so that one moved
to a new id while its queued occurrences fired the newcomer. n-1 dates
from before RestoreRegisterEvent could fall back when out of range. Also
recompute a debugger run-until deadline against the loaded clock.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
gpu/clut/offset and gpu/commands/material take over 1s each in a Debug
build, and every so often pushed past the 5s limit mid-run, which reads
as a failure with truncated output.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Same as the exit callback: states from before them numbered the action
types without them, so the boot-time ids can belong to other types.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
A state from before the event kept its boot-time id, which Atrac restores
first, so the event the state had under that id moved to a new one while
its queued occurrences kept firing AtracOutput. In Outrun 2006 that was
the vblank, and the game waited for it forever.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
MP3 emulation already went through FFmpeg, leaving MiniMp3Audio dead.
The one live user was loading MP3 UI sound effects (custom achievement
sounds), which now splits the file into frames and decodes them with
the FFmpeg MP3 decoder.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
gpu/rendertarget/copy no longer prints a million pixels one at a time,
and runs in 0.17s under the interpreter rather than ~4.5s.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
gpu/clut/offset and gpu/commands/material take over 1s each in a Debug
build, and every so often pushed past the 5s limit mid-run, which reads
as a failure with truncated output.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Neither is serialized, and both went stale on load. The ME busy time was
measured against the pre-load clock, so loading an earlier state made the
next SAS/codec job wait until the old time came around, freezing the game.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
The write pass stores memory with the JIT's emuhacks cleared, but the
verify pass compared against memory that still had them, so it would
report a mismatch under a JIT. Only EMULATOR_DEVCTL__VERIFY_STATE runs it,
and nothing currently does. It also counted as a save in the generation.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Some DoState code meant for after a load ran on every save:
- scePower reset the bus frequency a game set (and with a locked CPU
speed, applied the current setting to the clock).
- sceDisplay reset the lag sync baseline, and could schedule lag sync in
the measuring pass only, which failed the save.
- GPUState dirtied the texture, sceUmd notified the UI, and sceMpeg
dropped a pending ringbuffer fix-up for an old state.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
CoreTiming::DoState replaced every event's callback with the anti-crash
one in every mode, relying on each module's restore to put it back. A save
that failed partway never got to those, and left the running game with
events that break into the debugger. The missing-section fallbacks then
also ran on the save: cheats and the mic re-registered events into the
wrong slots, and achievements reset the runtime.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
SetError overwrote the first bad section with whichever section a later
error came from, and an error before any section read an uninitialized
curTitle_.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
DoMap and DoSet cleared them, but only once the count had been read. A
state truncated right there left the deleted pointers in place, to be
freed again when the failed load reset the game.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
The list belongs to the sceGe call still in progress, whose end would have
run on the loaded CPU state. Also stop the camera and GPS when a state has
them off, don't restart capture when saving, and fix a double free of the
pmp frame queue (it only holds the media engine's own frame).
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Reject sizes past the end of the state before allocating (FPL, PGF,
achievements, SAS grain, savedata list, the memory fast path), fail
instead of desyncing on a SAS voice count mismatch, and free what old
states' paths and shrinking pointer containers dropped.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Containers of pointers are filled with nullptr and then DoClass'd, and
once an error switches the load to MODE_NOOP, every remaining element
called DoState on null.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
DirectoryFileSystem reused one entry across files, so a failed reopen
could seek another file's handle. VirtualDiscFileSystem leaked every open
handle on each load. MemoryStick ignored the saved free space basis.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
They were recreated without block size or extradata, which Atrac3 needs,
so it stayed silent after a load. Also drop the old decoders when the
state has none, and don't overflow on v1 states.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Delete the old HLE mips call actions instead of leaking them or keeping
stale ones, fail the load on an unknown action type instead of crashing,
and derive the exit-callback-pending flag from the loaded state.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
The function list is from before the load, where other code (an overlay
module) may have been. Hashing it again from the loaded memory keeps the
hooks to code that actually matches.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>