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Fix/deadcells crash (#262)
* Boot compatibility fixes for UE titles, GUI toggles, and DeS render/boot work Checkpoint of the Monster Truck Championship and Demon's Souls boot work. Each piece is independently useful and verified against the titles. - playgo: scePlayGoGetLocus now returns BAD_CHUNK_ID for chunk ids outside the known set, matching real firmware. Titles enumerate chunk ids until that error; answering OK for every id made the scan wrap the ushort range and spin forever. Missing-sidecar and no-app0 fallbacks report a fully-installed single chunk 0 so scePlayGoOpen keeps succeeding. - kernel: restore the SHARPEMU_WRITABLE_APP0 opt-in. Unpackaged UE dumps write their Saved tree under /app0 during PS5 component init and treat the denial as a fatal boot error. - pad: accept handle 0 as the primary pad across all pad calls. Real firmware hands out small non-negative handles and some titles read state with handle 0. - bthid: env-gated experiment hooks for the Thrustmaster wheel middleware investigation (fail-only-RegisterCallback modes and a synthetic enumeration callback with a zeroed event struct). All default off. - gui: add SHARPEMU_LOG_IO and SHARPEMU_WRITABLE_APP0 toggles to the Environment tab. - videoout: per-swapchain-image render-finished semaphores (the shared semaphore raced the swapchain); whole-mip-chain layout init for offscreen guest images (sampled binds read mips stuck in Undefined); GPU-resident texture availability now canonicalizes through the texture format table and accepts compatibility-class aliases, cutting per-frame CPU texture re-reads (143 GB -> 55 GB per 300 s in Demon's Souls, 0.2 -> 0.5 fps). - hle: add sceSystemServiceGetNoticeScreenSkipFlag, sceSystemServiceGetMainAppTitleId (title id published from the runtime), and sceNpWebApi2CreateUserContext (refuses so the online layer backs off). - rtc: SHARPEMU_RTC_PROBE_RANGE diagnostic dumps the code around a busy-wait caller of sceRtcGetCurrentTick once; costs nothing when unset. * [ShaderCompiler] Fix VReadlaneB32 scalar destination field The scalar destination lives in the low vdst byte (bits 0-7); it was read from bits 8-14, the VOP3B carry-out field readlane does not have, sending every readlane result to s0. Verified against raw gfx10 encodings and LLVM's assembler tests (v_readlane_b32 s5, v1, s2 -> low byte 0x05). * [VideoOut] Survive device loss and flip-order asserts without dying Two ways a frame could take down the whole presenter: - Device loss between any two Vulkan calls in a frame unwound the window thread, and the Dispose-time fence check then threw again, masking the original error. Catch the loss at the frame boundary, retire presentations and guest submissions whose fences can never signal, and keep the window loop pumping so the game (audio, logic) carries on. - The ordered-flip capture invariant is violated ~100 times per run by Demon's Souls (PPSA01342); on debug builds the Debug.Assert fail-fasts the process with nothing in the log. Downgrade it to a once-per-version warning until the capture/wait ordering is understood. * Fix Dead Cells shader cache regression --------- Co-authored-by: StealUrKill <35749471+StealUrKill@users.noreply.github.com>
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@@ -31,9 +31,11 @@
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"Options.Env.Desc": "Switches passed to the emulator as environment variables at launch.",
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"Options.Env.Bthid.Desc": "Report Bluetooth HID as unavailable for titles whose wheel/FFB middleware polls forever.\nLeave off normally. Some titles freeze when init fails.",
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"Options.Env.LoopGuard.Desc": "Do not force quit titles that repeat the same call for too long.\nTry this when a game exits on its own while loading.",
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"Options.Env.WritableApp0.Desc": "Allow titles to create and write files inside their install folder.\nNeeded by unpackaged dumps that write their save or config data under /app0.",
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"Options.Env.VkValidation.Desc": "Enable Vulkan validation layers for GPU debugging.\nSlow. Requires the Vulkan SDK to be installed.",
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"Options.Env.DumpSpirv.Desc": "Dump AGC shaders and their SPIR-V translations to the shader-dumps folder.\nUse when reporting shader or rendering bugs.",
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"Options.Env.LogDirectMemory.Desc": "Log direct memory allocations and failures to the console.\nUse when a game aborts or exits during boot.",
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"Options.Env.LogIo.Desc": "Log file open, read, and path-resolve activity to the console.\nUse when a game cannot find its data files during boot.",
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"Options.Env.LogNp.Desc": "Log NP (PlayStation Network) library calls to the console.",
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"Options.Section.Emulation": "EMULATION",
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"Options.Section.Logging": "LOGGING",
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