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[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.
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@@ -526,6 +526,9 @@ internal static unsafe class VulkanVideoPresenter
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// render thread reaches the previous image, which otherwise starves
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// presentation indefinitely.
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private static readonly Queue<Presentation> _pendingGuestImagePresentations = new();
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// Same fix as _pendingGuestImagePresentations above, for Submit()'s decoded video
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// frames: a single "latest wins" slot dropped frames the render loop didn't poll in time.
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private static readonly Queue<Presentation> _pendingVideoPresentations = new();
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private static readonly Dictionary<ulong, long> _guestImageWorkSequences = new();
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private static readonly Dictionary<ulong, uint> _availableGuestImages = new();
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// Write-tracker generation last uploaded for a CPU-backed guest image.
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@@ -805,6 +808,7 @@ internal static unsafe class VulkanVideoPresenter
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_pendingSyncGuestWorkCount = 0;
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_pendingGuestWorkBytes = 0;
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_pendingGuestImagePresentations.Clear();
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_pendingVideoPresentations.Clear();
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_guestImageWorkSequences.Clear();
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_availableGuestImages.Clear();
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_cpuBackedUploadGenerations.Clear();
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@@ -860,7 +864,7 @@ internal static unsafe class VulkanVideoPresenter
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}
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var sequence = (_latestPresentation?.Sequence ?? 0) + 1;
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_latestPresentation = new Presentation(
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var presentation = new Presentation(
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bgraFrame,
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width,
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height,
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@@ -869,6 +873,15 @@ internal static unsafe class VulkanVideoPresenter
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TranslatedDraw: null,
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RequiredGuestWorkSequence: 0,
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IsSplash: false);
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// Also dual-written to _latestPresentation as a fallback once the queue drains.
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_pendingVideoPresentations.Enqueue(presentation);
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while (_pendingVideoPresentations.Count > MaxPendingGuestFlipVersions)
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{
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_pendingVideoPresentations.Dequeue();
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}
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_latestPresentation = presentation;
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if (_thread is not null)
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{
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return;
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@@ -2435,6 +2448,19 @@ internal static unsafe class VulkanVideoPresenter
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return false;
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}
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// Video's RequiredGuestWorkSequence is always 0, so this never blocks like the guest-image queue can.
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while (_pendingVideoPresentations.Count > 0 &&
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_pendingVideoPresentations.Peek().Sequence <= presentedSequence)
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{
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_pendingVideoPresentations.Dequeue();
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}
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if (_pendingVideoPresentations.Count > 0)
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{
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presentation = _pendingVideoPresentations.Dequeue();
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return true;
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}
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if (_latestPresentation is not { } latest ||
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latest.Sequence == presentedSequence ||
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!IsGuestWorkCompletedLocked(latest.RequiredGuestWorkSequence))
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