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30fdd8d6ed64e0140c98bf7f8efcc94a163a77ff
4 Commits
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30fdd8d6ed |
[Gpu] Backend-neutral shader compiler and guest-GPU renderer seam (#200)
* [ShaderCompiler] Extract the backend-neutral shader compiler project Move the Gen5 (gfx10) microcode decoder, the scalar evaluator, the shader IR, and the metadata reader out of SharpEmu.Libs/Agc into a new SharpEmu.ShaderCompiler project — the half of shader compilation every codegen backend (SPIR-V today; MSL and DXIL later) consumes. Types go public: they are the contract now. Nothing in the project may depend on a host graphics API; the SPIR-V-specific artifact types (Gen5SpirvShader, Gen5SpirvStage) stay beside the emitter in Libs. Three couplings surfaced by the move, each resolved at the right depth: GuestDrawKind was defined inside VulkanVideoPresenter despite being a guest-domain, decoder-produced concept — it moves to the shared project; the evaluator's one HLE dependency (the tracked-libc-heap read fallback) becomes an injectable hook that a Libs module initializer installs before any caller can reach the evaluator; and the inline- constant table is promoted to a shared Gen5InlineConstants so backends cannot drift on constant semantics (the SPIR-V translator now delegates to it). The ShaderDump tool drops its reflection over the moved types in favor of direct typed calls; only the SPIR-V emitter, still internal to Libs until it moves to its own backend project, is reached via reflection. Verified by a clean solution build, the existing test suite, and a full ShaderDump conformance run. * [ShaderCompiler] Move the SPIR-V emitter into SharpEmu.ShaderCompiler.Vulkan Gen5SpirvTranslator (with its ALU partial), SpirvModuleBuilder, SpirvFixedShaders, and the Gen5SpirvShader/Gen5SpirvStage artifact types move whole from SharpEmu.Libs/Agc into the first per-backend codegen project. Notably it needs no Vulkan bindings reference: emitters produce bytes from the shared IR; renderers own graphics APIs. Types go public as the backend's contract; AgcExports and the presenter consume them exactly as before. The ShaderDump tool drops its last reflection: with both halves of the pipeline public it drives decode and all three emit entry points with direct typed calls, retiring the PadWithDefaults invoke shim — and it no longer references SharpEmu.Libs at all, making the conformance tool emulator-independent by design. Verified by a clean solution build, the test suite, a full ShaderDump conformance run, and a locked-mode restore under the pinned SDK. * [Gpu] Extract the guest-GPU backend seam (IGuestGpuBackend) The AGC/VideoOut/SystemService export layers now reach the renderer through IGuestGpuBackend via GuestGpu.Current (mirroring HostPlatform), instead of calling VulkanVideoPresenter statics. The Vulkan backend is a thin adapter over the existing presenter, so the extraction stays mechanical; only the adapter and the presenter itself reference the presenter now. The types crossing the seam move to Gpu/GuestGpuTypes.cs and drop their Vulkan prefixes, which an audit showed were misnomers: every field is a neutral primitive or a raw guest value (guest addresses, format and number-type codes, CB_BLEND register bitfields, verbatim sampler descriptor dwords). The one genuine Vulkan value in the old surface — the Silk.NET Format inside VulkanRenderTargetFormat, which callers never read — stops crossing: TryDecodeRenderTargetFormat is replaced at the seam by TryGetRenderTargetOutputKind, which surfaces only the Gen5PixelOutputKind callers actually consume, keeping native formats a backend-internal concern. ToVulkanSampler in AgcExports is renamed ToGuestSampler to match what it always produced. Seam rules are documented on the interface: no host-API value crosses, and submission stays coarse-grained with synchronization internal to backends. Interim exception, resolved next: shader parameters are still SPIR-V blobs. * [Gpu] Move shader compilation behind the guest-GPU backend The seam's interim exception is gone: AgcExports no longer calls Gen5SpirvTranslator or handles SPIR-V bytes. IGuestGpuBackend gains the three TryCompile entry points, which take the backend-neutral (Gen5ShaderState, Gen5ShaderEvaluation) contract plus the flat per-role resource-slot bases a multi-stage draw needs, and return opaque IGuestCompiledShader handles that only the producing backend can submit — the Vulkan backend wraps its SPIR-V in VulkanCompiledGuestShader and rejects foreign handles loudly. Draw and dispatch submissions take handles instead of byte arrays; the shader caches in AgcExports store handles. IGuestCompiledShader.Payload exposes the backend-defined compiled bytes for exactly two callers: the diagnostics dump and the size trace — documented as never-interpret. The unused _pixelSpirvCache is deleted. With this, a Metal or DX12 backend plugs in by implementing IGuestGpuBackend with its own codegen; nothing in the export layers knows which shader format exists. Verified by a clean solution build, the test suite, and a full ShaderDump conformance run under the pinned SDK. * [Gpu] Fix rename collateral from the seam extraction Address review findings: a doc comment picked up the mechanical VulkanVideoPresenter -> GuestGpu.Current rewrite and ended up naming members that do not exist on the interface, and CreateVulkanIndexBuffer kept its Vulkan prefix while every sibling factory was de-Vulkanized — it produces the neutral GuestIndexBuffer, so it is CreateGuestIndexBuffer. * [Gpu] Label diagnostics dumps with the backend's payload extension Address the review's altitude finding on DumpSpirv: the dump helper's IR-disassembly half is backend-neutral and stays put, but writing the opaque payload to a hardcoded .spv interpreted bytes the seam says never to interpret. IGuestCompiledShader now declares its payload's file extension, and the renamed DumpCompiledShader takes the handle and writes honestly-labeled dumps whichever backend produced them. * [Gpu] Make the shader-cache hit path allocation-free and lock-free Every translated draw built its cache key with a LINQ Select feeding string.Join plus one interpolated string per render target — steady per-draw allocation whether or not the shaders were already cached. The output layout is now packed exactly into a ulong (guest slot in 6 bits + output kind in 2 bits per target, host locations being the byte positions, target count in the key beside it), and the Gen5PixelOutputBinding array is only materialized on a cache miss, where compilation dwarfs it. The graphics/compute shader caches switch from Dictionary guarded by _submitTraceGate to ConcurrentDictionary, making the per-draw and per-dispatch hit paths lock-free and decoupling them from the tracing gate they coincidentally shared. And the seam-shaped render-target list is built once when a translated draw is created instead of a Select/ToArray per submission of a cached draw. * [Gpu] Replace LINQ with explicit loops in code this branch introduced Project rule going forward: no LINQ — it allocates enumerators, closures, and delegates, and this codebase is GC-pause-sensitive. The pixel-output and guest-render-target array builds and the ShaderDump store-PC collection become plain loops; pre-existing LINQ elsewhere is left for changes that already touch those lines. * [ShaderCompiler] Suppress CA2255 on the evaluator hook installer The analyzer coverage that arrived with the rebase flags ModuleInitializer in library code; this is the rule's intended advanced scenario — the hook must be installed before any code path can reach the evaluator, and every such path enters through this assembly — so suppress with that justification rather than weaken the guarantee to a static constructor's lazier timing. * [Gpu] Resolve rebase artifacts onto main Dedupe the System.Collections.Concurrent using in AgcExports that the rebase merge duplicated (main and this branch each added it), and regenerate the lock files for the new shader-compiler projects and SharpEmu.Libs against main's current package graph so --locked-mode restore matches at the branch tip. * [CI] Comment per-platform build artifact links on PRs Adds a workflow_run workflow that, after "Build and Release" finishes a pull-request build, posts (and keeps updated in place) a single PR comment linking the Windows, Linux, and macOS artifacts from that run. It runs via workflow_run rather than in the build workflow because PRs from forks build with a read-only token that cannot comment; the follow-on run executes in the base-repo context with write access and without checking out fork code. GitHub only triggers workflow_run from the default branch, so this takes effect once merged to main. |
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df53ff59d9 |
[Json] Implement sce::Json::Value and String (construct / set / destroy) (#169)
* [Json] Implement sce::Json::Value and Json::String construct/set/destroy libSceJson previously only had the Initializer/MemAllocator setup path. The Value and String classes themselves were entirely absent, so a Prospero title that builds a JSON tree (Quake PPSA01880 does, to shape a web-API request) hit unresolved imports and faulted on the call. The imports it left unresolved right before its access violation are exactly these Value ctors/setters and String ctor/dtor. Model the Value/String payload host-side (JsonObjectHeap), keyed by the guest `this` pointer, following the handle-shadow pattern already used by Ngs2Exports. The guest object bytes are deliberately not written: these objects are usually stack-allocated with an unknown real layout, and writing a guessed layout risks smashing an adjacent stack canary (the same hazard the AudioOut2 context-param note in this tree records). Constructors and setters follow the Itanium ABI and return `this` in rax, which is correct whether the real setter returns void or Value&. Covered NIDs (complete-object C1/D1 variants, matching the observed imports): Value(default/bool/long/ulong/double/ValueType/char*/String), Value::~Value, Value::set(bool/long/ulong/double/ValueType/char*/String), Value::clear, String(char*/default/copy), String::~String. Only the payload the guest can reach through library methods is modelled; direct guest reads of the object bytes are out of scope and would need observed layout evidence. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * [Tests] Add SharpEmu.Libs.Tests covering the Json Value/String exports First test project for SharpEmu.Libs (xunit), the SharpEmu.Libs.Tests layout the maintainer already agreed to in issue #36. - A FakeCpuMemory (single contiguous region) drives the exports at the CpuContext level with no live guest. - Direct-call tests: ctor/setter round-trips for bool/int/uint/double (read from xmm0)/char*/String/ValueType, destructor cleanup, and the graceful-degradation paths (missing String shadow and a faulting char* pointer both fall back to the empty string instead of throwing). - Registration test: a real ModuleManager scans SharpEmu.Libs and the nine NIDs Quake left unresolved now resolve to the libSceJson exports and dispatch cleanly (returns `this` in rax). InternalsVisibleTo exposes JsonObjectHeap to the test assembly. The test project's packages.lock.json is committed for CI locked-mode restore; CI does not run tests yet, left as a maintainer decision. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * [Json] Add Initializer::setGlobalNullAccessCallback Quake calls it during kexPSNWebAPI::Initialize and treats the not-found error as fatal for the whole Np Web API bring-up. Store the guest hook (never invoked by this HLE: shadows degrade to defaults instead of dereferencing missing members) and return success. Verified against the dump: the "setGlobalNullAccessCallback failed (0x80020002)" line is gone and kexPSNWebAPI::Initialize now logs "Np Web API Initialized"; the next blockers are sceNpAuthCreateRequest and sceUserServiceInitialize ordering, outside libSceJson. Also pins both Json test classes to one xunit collection: they share JsonObjectHeap statics and parallel class execution raced ResetForTests against a running test. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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42f0fa0e83 |
[gui] Add Avalonia desktop frontend (#35)
* [gui] Add Avalonia desktop frontend Adds SharpEmu.GUI, a dark-themed desktop frontend that drives the SharpEmu CLI as a child process: - Game library with folder scanning for eboot.bin, search, and persisted settings (%APPDATA%/SharpEmu/gui-settings.json) - Launch options mapped to CLI flags (log level, strict dynlib resolution, import trace limit) - Live console with severity color-coding, bounded buffer, and crash-safe deferred auto-scroll - EmulatorProcess launches the CLI via CreateProcessW with the same CET/CFG mitigation opt-outs the CLI applies to its own relaunched child (suppressed via SHARPEMU_DISABLE_MITIGATION_RELAUNCH so output is not lost to a detached console), inheritable pipes for stdout/stderr capture, a kill-on-close job object, and a fallback to an unmitigated launch on Windows builds that reject the policy bits Also pins Tmds.DBus.Protocol 0.21.3 (transitive of Avalonia.Desktop) to fix GHSA-xrw6-gwf8-vvr9. * [gui] Integrate GUI into the SharpEmu executable Per review feedback, the GUI is no longer a separate application. SharpEmu.exe now opens the desktop frontend when started without arguments and behaves exactly as the existing CLI when given any argument: - SharpEmu.GUI becomes a class library exposing GuiLauncher.Run(), hosted by SharpEmu.CLI - The console window is hidden in GUI mode only when the process is its sole owner (double-click launch), never a terminal the user launched from - In GUI mode the frontend spawns this same executable (with arguments) as the emulator child process, so the existing launch, piping, and mitigation machinery is unchanged * [gui] Address review feedback: no console, single-file, param.json, portable settings - Switch SharpEmu.exe to the GUI subsystem so no console window appears at startup. CLI mode attaches to the parent terminal console (or allocates one when started with arguments but no terminal) and rebinds missing std handles to CONOUT$; piped/redirected output is used as-is, so scripted and GUI-spawned runs are unaffected. - Publish as a true single file: native libraries are embedded and self-extracted, with glfw kept as the only loose DLL next to the executable. - The game library reads sce_sys/param.json and shows the game title with the title id beneath it, falling back to the folder name. - GUI settings and the crash log now live next to the executable, matching the emulator convention, instead of %APPDATA%. * [build] Add win-x64 sections to package lock files Generated by dotnet publish -r win-x64 with locked restore enabled. * [build] Regenerate lock files from project configuration dotnet restore --force-evaluate; removes the win-x64 runtime sections that a local RID-specific publish had written into projects that do not declare a runtime identifier, which broke locked-mode restore in CI. Verified with dotnet restore -p:RestoreLockedMode=true. --------- |
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4d73f469bc | initial commit |