Commit Graph

26 Commits

Author SHA1 Message Date
ParantezTech c2cee59fda [ime] Add default profile 2026-07-29 15:39:01 +03:00
ParantezTech 02938b5d5b [GUI] removed not official Discord link from GUI 2026-07-29 01:47:35 +03:00
Daniel Freak faf49f689d [GUI] Add live localization bindings and fill missing locales (#685) 2026-07-29 01:25:48 +03:00
Daniel Freak 882a6c06e0 [GUI] add custom top-bar across al platforms (#682) 2026-07-28 21:24:43 +03:00
ParantezTech b21dd9fb92 [GUI] reworked languages for missing translations and added new ones 2026-07-28 17:38:53 +03:00
Daniel Freak b07e4f2bc6 [GUI] add game library watcher & remove rescan button (#678) 2026-07-28 17:09:22 +03:00
Berk 2b6bd5a532 Sdl backend (#670)
* [audio] added sdl audio backend and in-tree atrac9 decoder

* [input] replaced per-platform pad readers with sdl gamepad input

* [video] added sdl window and host display plumbing

* [gui] added host display options and per-game render settings

* [bink] synced host movie playback to the guest audio clock

* [cpu] hooked windows write faults into guest image tracking

* [perf] added guest and render profiling, reserved host cpu lanes

* [kernel] fixed stale pthread mutex handle alias

* [host] wired the sdl session, save-data paths and project references

* [audio] hoisted ajm trace stackalloc out of its loop

* [video] Add guest image sync setting

* [build] Strip native symbols

* reuse
2026-07-28 03:33:26 +03:00
Daniel Freak b4cc5f88ca [GUI] Upgrade Avalonia to 12.1.0 and enable compiled bindings (#666)
* [GUI] bump to avalonia 12

* [GUI] add compiled bindings for cards/console logs/game metas

* [GUI] enable compiled bindings across launcher XAML
2026-07-27 23:00:51 +03:00
Spooks db9b20481c Add internal render resolution scale and fix DPI Issue (#468)
* Add internal render resolution scale and fix embedded surface DPI scaling

Adds a GUI-configurable internal resolution scale (Graphics tab) that
renders offscreen color/depth targets below native guest resolution
and upscales on present, trading image quality for GPU headroom.
Storage/UAV images and sampled asset textures are left untouched, and
texture-alias/feedback-loop lookups compare against each target's
logical (unscaled) size so scaled render targets are still found
correctly when sampled back.

Also fixes the embedded game surface not filling the window: the
isolated emulator child process had no declared DPI awareness, so
Windows silently downscaled every window-geometry query it made
against the GUI-owned surface HWND by the display's DPI factor,
leaving an unfilled black margin on scaled displays.

* Remove flaky Gen5ScalarMemoryFallbackTests

* Restore Gen5ScalarMemoryFallbackTests

---------

Co-authored-by: Spooks4576 <Spooks4576@users.noreply.github.com>
2026-07-20 14:37:20 +03:00
Berk 18708aa2d3 [GUI] Fixes and improvements for the GUI, including new image assets and updates to language files. (#400) 2026-07-18 17:44:04 +03:00
Raiyan 8a6f4f7826 [GUI] Per-game launch settings + shared SettingRow (#2) (#378)
Add per-game launch overrides (log level, import-trace limit, strict dynlib
resolution, log-to-file, and SHARPEMU_* environment toggles) with three-tier
resolution (per-game override -> global preference -> built-in default), stored
one file per game at user/custom_configs/<titleId>.json. Editable from a new
"Game settings..." context-menu dialog.

Introduce a shared SettingRow control and adopt it across the Options page and
the per-game dialog so the two read as one app. Fully localized (reusing the
existing Options.* keys), with the actions pinned in the dialog footer.
2026-07-18 03:19:37 +03:00
Berk fbafd3f429 [GUI] Add native Vulkan host surface support and more (#337)
* [GUI] Add native Vulkan host surface support and more

* reuse

* [GUI] set width session menu
2026-07-17 18:57:10 +03:00
AlexC 2129a12684 [GUI] Last commit SHA (id) displayed on about section (#279)
* Latest commit info axamal structure

* Link latest commit to text

* Added localization for About>Last commit info

* Made the commit hash a button that redirects you to the commit in github

* Reorder about section

* Commit and update icon in about section to have consistency in section
2026-07-17 02:25:01 +03:00
mskomek 53da00fa89 GUI: add cross-platform release updater (#243) 2026-07-16 14:01:42 +03:00
Spooks b4b95014f1 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>
2026-07-16 13:57:16 +03:00
StealUrKill 373100a6b0 Add 21 missing SysAbi exports and GUI Environment tab for SHARPEMU_* toggles (#189)
Fills NID gaps hit by PS5 titles during boot, controller setup, and
rendering, and surfaces the common runtime switches in the GUI. All
exports are additive (no behavior change to existing exports) and free of
NID and export-name collisions with upstream.

New export libraries:
- libSceBluetoothHid: Init/RegisterDevice/RegisterCallback success stubs so
  titles proceed past Bluetooth controller setup (opt-out via
  SHARPEMU_BTHID_UNAVAILABLE=1).
- libSceNpCppWebApi: Common::initialize no-op success; UE5 online titles
  abort PS5-component startup on a negative SCE error.

Additions to existing libraries:
- libScePad: scePadOpenExt (shared PadOpenCore, accepts special ports 1/2 and
  the ScePadOpenExtParam pointer), scePadClose, scePadGetExtControllerInformation.
- libSceVideoOut: sceVideoOutConfigureOutput, sceVideoOutInitializeOutputOptions.
- libSceAgc: DCB builders sceAgcDcbSetIndexCount, sceAgcDcbJump, DcbSetPredication,
  SetPacketPredication (emit valid skippable packets; full draw processing TODO).
- libSceAmpr: measure and write KernelEventQueueOnCompletion pair.
- libKernel: scePthreadGet/Setschedparam, sceKernelChmod (validate and accept;
  POSIX permission bits have no host equivalent on Windows).
- libSceNetCtl: sceNetCtlRegisterCallbackV6 (delegates to the v4 callback).
- libSceMouse: sceMouseInit.
- libSceUserService: sceUserServiceGetAgeLevel (adult, skips parental gates).

GUI: new Options Environment tab exposing common SHARPEMU_* switches as
toggles (BTHID_UNAVAILABLE, DISABLE_IMPORT_LOOP_GUARD, VK_VALIDATION,
DUMP_SPIRV, LOG_DIRECT_MEMORY, LOG_NP). Persisted in gui-settings.json and
applied to the emulator process environment at launch; localized with
English fallback.
2026-07-15 03:36:15 +03:00
AlexC be6a6a5935 [GUI] New box "About" in configuration (#165)
* Added about tab with github and discord

* Added discord & github svgs and svg support

* Changed svg to pngs and localization text in english & spanish
2026-07-15 00:59:13 +03:00
Berk aaebfe017b [GUI] Added localization support, more clean design, and improved settings management (#119)
* [GUI] Added localization support, more clean design, and improved settings management

* reuse
2026-07-14 01:46:47 +03:00
Kaotic fbf2c2d00a [GUI] Add detachable console window (#91)
Add a Split button to detach the emulator console into a resizable window.

The detached console keeps search, auto-scroll, copy, and clear controls. The main console hides while detached and restores when the split window closes if it was previously open.
2026-07-13 00:16:21 +03:00
RedBlackAka d2fca37716 [GUI] Basic hotkey and full-screen support (#75) 2026-07-12 12:54:37 +03:00
GamingChelsea 5bee81df70 [GUI] Console Search & Log Path Selector (#74)
* Add console search filter and log file path selector

* Add console search filter and log file path selector

* Increase max width of ConsoleSearchBox
2026-07-12 02:31:20 +03:00
Brando d4bb282c49 GUI: Discord Rich Presence (#73)
Publish launcher status to Discord over its local IPC named pipe with
no external dependency: framed-JSON handshake and SET_ACTIVITY, a
background worker with reconnection and latest-state dedup, and silent
no-op behavior when Discord is not running.

- "Browsing the library" (game count, session elapsed) while idle;
  "Playing <game>" with title id and elapsed time during emulation.
  Activities always carry timestamps: Discord accepts but does not
  render activities without them
- Presence flips back to browsing immediately on Stop instead of
  waiting for process exit: a game wedged in a GPU driver call can
  outlive termination for a while. Stop also terminates the job
  object so the whole child tree dies even in that state
- Toggle in the Options panel (persisted); client id configurable in
  gui-settings.json; SHARPEMU_LOG_DISCORD=1 traces queue/send/failure
2026-07-12 00:54:42 +03:00
Berk 79a7437cd8 [GUI] Added Atrac9 audio decoder and improved GUI with audio preview and controller support (#64)
* [GUI] Added Atrac9 audio decoder and improved GUI with audio preview and controller support

* fix: package.lock.json for SharpEmu.CLI to match the other projects

* fix: packages.lock.json file to include new dependencies for GUI improvements

* rollForward: "disable"
2026-07-11 19:14:08 +03:00
ParantezTech 347e33f3c9 [GUI] update icon to .ico format 2026-07-11 14:03:55 +03:00
Brando 48a694e509 GUI: redesign library as a cover-art grid with game management (#48)
* GUI: redesign library as a cover-art grid with game management

Replace the sidebar game list with a full-width grid of cover tiles.
Cover art is loaded automatically from each game's sce_sys/icon0.png
(pic0.png fallback) and decoded off the UI thread; games without art
get a deterministic gradient placeholder with the title's initials.

- New layout: search/scan toolbar, tile grid with hover and selection
  states, bottom launch bar with cover thumbnail, collapsible launch
  options and console panels (console auto-opens on launch)
- Right-click context menu on tiles: launch, open game folder, copy
  path/title ID, remove from library
- Removed games persist in an ExcludedGames settings list; re-adding
  a folder restores any removed games beneath it
- Search now also matches title IDs
- Fix: placeholder brushes were constructed on the scan thread, which
  throws in Avalonia and was silently swallowed, yielding empty scans

* GUI: show full install folder size instead of eboot.bin size

The library previously displayed the size of eboot.bin alone, which
wildly understates a game's real footprint. The install folder is now
totaled recursively in the existing background pass (after cover art,
which is cheaper and more visible), and each tile updates live once
its size is ready.

* GUI: selection backdrop, smaller tiles, controller navigation

Address review feedback on the library redesign:

- Selecting a game fades its key art (sce_sys/pic0.png, pic1.png
  fallback) in as the window backdrop, dimmed by a gradient scrim;
  decoded off the UI thread and cached per entry
- Cover tiles reduced from 156px to 128px
- The library can be driven with a DualSense: d-pad/left stick moves
  the selection (hold-to-repeat, row-aware), Cross launches, Circle
  stops; input is ignored while the launcher window is unfocused.
  Reuses the pad HID reader by compile-linking its dependency-free
  sources instead of referencing all of SharpEmu.Libs
2026-07-11 13:17:10 +03:00
Brando 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.


---------
2026-07-10 19:21:24 +03:00