[Codec/Native] Real H.264 decode for sceVideodec2, fix TLS loader missing the main module (#824)

* [Codec/Native] Real H.264 decode for sceVideodec2, fix TLS loader missing the main module

sceVideodec2 was a capability-only stub: the game's video pipeline
worked end-to-end but never produced a picture, so intro/cinematic
videos stayed black even though playback "completed" without errors
(confirmed on Ghost of Yotei's intro cinematic).

- Videodec2Decoder: owns an FFmpeg H.264 session per decoder handle,
  running decode and presentation pacing on their own threads (never
  the guest thread) so a whole clip isn't decoded faster than it can
  be displayed. Converts to BGRA and submits straight to
  VulkanVideoPresenter, bypassing guest memory the same way the
  existing Bink2 path does.
- Videodec2Exports: wires the real decoder into
  sceVideodec2CreateDecoder/Decode/Flush/Reset/DeleteDecoder, falling
  back to the original no-picture stub whenever FFmpeg is unavailable
  or a given decoder failed to open.
- VulkanVideoPresenter: decoded frames were being dropped under a
  single "latest wins" slot the render loop didn't always poll in
  time before the next frame overwrote it. Queues pending video
  presentations the same way guest-image flips already are.
- DirectExecutionBackend: the TLS load patcher's one-shot scan missed
  the main game module when the entry point resolves to a separate
  bootstrap allocation, and never re-scanned lazily-committed pages
  patched in afterward -- both left FS:[0] TLS loads unpatched,
  causing an early mutex-spin boot stall (reproduced on Demon's
  Souls: stuck at import #256). Now scans both the entry point's own
  allocation and the standard PS5/PS4 image base, and re-scans each
  newly committed executable range as it's touched.

* [GUI] Add a toggle for SHARPEMU_FORCE_SUBMIT_ORPHAN_PREAMBLES

This flag already existed as an AGC workaround (forces queued GPU
command-buffer preambles through when their target queue never picks
them up, unblocking titles stuck on a WAIT_REG_MEM that never
signals) but was only reachable by setting the environment variable
by hand. Expose it as a checkbox next to the other env toggles, in
both the global Options panel and the per-game settings panel, so it
can be turned on for a specific title without touching a shell.

* [GUI] Add remaining language translations for the new env toggle

The previous commit only added the new key to en.json/fr.json,
relying on Localization's runtime fallback to English -- but
LocalizationTests.EmbeddedLanguages_ContainEveryEnglishOptionsKey
requires every Options.* key to exist in every embedded language
file, which broke CI on all three build jobs. Fills in the
remaining 13 languages.
This commit is contained in:
Foued Attar
2026-08-17 23:00:01 +02:00
committed by GitHub
parent 1660111189
commit 7521295ee1
23 changed files with 921 additions and 4 deletions
+1
View File
@@ -149,6 +149,7 @@
"Options.Env.Group.General": "Algemeen",
"Options.Env.RenderDoc.Desc": "Laadt de RenderDoc in-application-API zodat frames vanuit de emulator kunnen worden vastgelegd.\nDruk op F10 terwijl het spel draait om één frame vast te leggen; opnamen komen in user/logs/capture_logs/<TITLE_ID>.\nVereist een geïnstalleerde RenderDoc. Vertraagt de GPU en laat sommige games vastlopen, dus laat dit uit tenzij je aan het debuggen bent.",
"Options.Env.GuestImageCpuSync.Desc": "Gastoppervlakken opnieuw uploaden die de eigen CPU-code van de game herschrijft.\nNormaal uit laten. Inschakelen voor titels waarvan de door de CPU getekende oppervlakken nooit het scherm bereiken.\nKost prestaties en veroorzaakt regressies in sommige titels, zoals GTA V.",
"Options.Env.ForceSubmitOrphanPreambles.Desc": "Levert GPU-commandobuffer-preambules af, zelfs wanneer de doelwachtrij ze nooit ophaalt.\nNormaal uit laten. Inschakelen voor titels die vasthangen in afwachting van een GPU-fence die nooit signaleert.",
"Common.Save": "Opslaan",
"Common.Cancel": "Annuleren",
"Options.About": "Over",