* [Core] Add POSIX native execution and PS5 SELF support
Extend the native backend, guest TLS, fixed-address memory, and loader paths needed by PS5 titles on Windows, Linux, and macOS. Keep workstation GC so high-core-count hosts do not reserve over fixed guest image bases.
* [HLE] Expand PS5 service and media compatibility
Add the kernel, threading, save-data, networking, audio, video-codec, font, dialog, and service exports required by newer PS5 software. Preserve every SysAbi NID currently registered by main while adding the compatibility surface used by ASTRO BOT.
* [AGC/Vulkan] Extend Gen5 shader and presentation support
Expand PM4 handling, Gen5 shader translation, MRT and packed export support, guest image tracking, depth initialization, texture aliasing, and Vulkan presentation. Add the performance overlay and address-filtered diagnostics used to validate ASTRO BOT with original shaders.
* [Core] Align static TLS reservation across hosts
* [Pad] Align primary user ID with UserService
* [Gpu] Preserve runtime scalar buffers across renderer seam
* [AGC] Restore omitted command helper exports
* [Vulkan] Reuse primary views for promoted MRT targets
* [Vulkan] Preserve scratch storage bindings in compute dispatches
* [Host] Abstract audio output behind IHostAudioOutput
Add IHostAudioOutput (opens streams, names the backend for diagnostics)
and IHostAudioStream (submit interleaved stereo 16-bit PCM, Dispose) to
the host seam, with the winmm waveOut implementation moving whole into
Host/Windows/WindowsWaveOutAudio — same device open, queueing,
32 KB backpressure wait, and buffer lifetime as WinMmAudioPort had. The
DllImports become source-generated LibraryImports in the move, matching
the other Windows backends.
The guest-format conversion (mono/stereo/7.1, s16/float32 -> stereo
PCM16) is platform policy, not device code, so it stays in Libs as
AudioPcmConversion; AudioOutOutput converts into a pooled buffer and
submits the result through the stream. Open failures still degrade to
the silent paced port with the same warning, and the port log line now
takes its backend name from the platform instead of a hardcoded string.
* [Host] Abstract pad and keyboard input behind IHostInput
Add IHostInput to the host seam: gamepad state snapshots, rumble /
trigger-rumble / lightbar sinks, and the keyboard-fallback queries
(window focus, key state). Gamepad state crosses the seam as the new
unmanaged HostGamepadState with HostGamepadButtons flags — named after
the PlayStation layout the guest API exposes but with the seam's own
values, so SCE_PAD_BUTTON bits never leak into host backends and the
per-frame poll can stackalloc its snapshot buffer.
The DualSense raw-HID reader, the XInput reader, and the Win32 HID
interop move whole into Host/Windows (report parsing, hot-plug loops,
rumble/lightbar output reports, and log strings unchanged), translating
to the neutral flags instead of ORBIS bits and converting their
DllImports to source-generated LibraryImports. WindowsHostInput
composes them plus the user32 keyboard queries; rumble still fans out
to both readers, trigger rumble stays XInput-only, lightbar stays
DualSense-only.
PadExports keeps all policy: the keyboard mapping (now via named
OrbisPadButton constants instead of raw hex), the controller-beats-
keyboard-past-deadzone merge, and the new host->ORBIS button
translation. The GUI's source-linked reader copies re-point to the
moved files (it still cannot reference SharpEmu.HLE wholesale), which
requires AllowUnsafeBlocks for the generated marshalling stubs; its
navigation code switches to the neutral flags.
* [Host] Move the timer-resolution request behind IHostThreading
IHostThreading gains RequestTimerResolution (idempotent, best-effort
~1 ms timed-wait granularity; a no-op wherever the platform default is
already fine). The winmm timeBeginPeriod call, its once-only latch, and
both warning strings move from the Libs-level HostTimerResolution
helper into WindowsHostThreading as a source-generated LibraryImport;
the vblank pump requests it through the platform instead.
HostSystemInfo in SharpEmu.Logging keeps its direct user32/kernel32
imports deliberately: Logging sits below HLE in the dependency chain so
it cannot see the host seam, every path is already OS-gated with
fallbacks, and it only runs once for the diagnostics banner.
* [agc] WAIT_REG_MEM suspend/resume, draw packet fixes, new HLE exports, debug cleanup
Rebased onto upstream 79a7437 (par274/sharpemu, rewritten history).
- GpuWaitRegistry: DCBs suspended on unsatisfied WAIT_REG_MEM are re-polled
against guest memory on every submit; fixed 64-bit and standard packet parse
offsets, apply the mask, treat PM4 compare function 0 as "always".
- TryReadSubmittedDrawCount: accept the 5-dword ItDrawIndex2 form emitted by
DcbDrawIndex (count at +4); menu draws were silently discarded before.
- sceAgcDriverSubmitMultiDcbs: reversed ABI (rdi=address array, rsi=dword
sizes, rdx=count).
- VideoOut: vblank events, sceVideoOutGetFlipStatus, buffers registered via
sceVideoOutRegisterBuffers are valid flip targets.
- New HLE: libc stdio (fopen/fread/fseek/ftell/fclose/fgets), Dinkumware
_Getpctype ctype table, NpTrophy2 stubs, AMPR PAK sequential-read tracker,
MsgDialog lifecycle, NGS2 alt NIDs + dummy vtable for handle objects,
guarded memset intrinsic, abort()/strcasecmp null-arg recovery.
- Removed investigation-only code (INT3 breakpoints, qfont/mcpp dumps,
error-candidate printf traces, unconditional debug logs).
First rendered frame: Quake (PPSA01880) presents a 1920x1080 guest frame.
* Implemented a guarded native intrinsic (rep movsb) in DirectExecutionBackend to bypass HLE dispatch overhead, while preserving memory safety checks.
* [hle] clock_gettime clock ids, AudioOut2 canary fix, NID rebinds, new offline stubs
- clock_gettime (lLMT9vJAck0): support CLOCK_SECOND and the *_PRECISE/*_FAST
variants instead of returning EINVAL, which games treated as fatal and
retried in a tight loop.
- AudioOut2: context param writes shrunk to the guest-observed layout (the
old 0x80-byte reset smashed the stack canary at +0x60 and killed audio
init); ContextQueryMemory writes the single u64 the caller expects.
- NGS2: dropped wrong alt-NID aliases (they hash to sceImeUpdate,
sceMouseRead, sceSystemGestureUpdateAllTouchRecognizer - now bound in
their real libraries); added sceNgs2PanInit; fixed VoiceGetState NIDs.
- New verified stubs: sceUltInitialize, sceNpUniversalDataSystemDestroyHandle,
sceNpGetOnlineId, sceNpGetNpReachabilityState, sceImeKeyboardOpen,
sceImeKeyboardGetResourceId, sceMouseOpen, sceKernelAprGetFileSize.
- Import gateway: unwind guest workers at dispatch during backend teardown;
env-gated SHARPEMU_LOG_THREAD_MODE tracing.
* [cpu] Isolate guest execution on native worker threads
Guest entry stubs no longer run above CLR-managed frames: each run is handed
to a pooled raw OS thread whose loop is emitted native code. While guest code
executes there is not a single managed frame on the thread and it stays in
preemptive GC mode, so the GC never walks a frame chain interleaved with
guest stubs that carry no CLR unwind info (the ReversePInvokeBadTransition /
UnmanagedCallersOnly FailFast class of crashes on pumped guest threads).
- NativeGuestExecutor: CreateThread + emitted run loop (WaitForSingleObject,
UnmanagedCallersOnly prologue/epilogue, entry stub call, SetEvent). The
prologue rebinds guest TLS, the host-RSP slot, thread affinity and the
Active* ambient per run, so workers carry no guest identity and pool
freely; the orchestrating managed thread parks in a preemptive wait.
- All three entry sites route through RunGuestEntryStub: guest thread
entries, blocked-continuation resumes, and the main ExecuteEntry.
- Teardown stops workers before any executable stub or TLS index they
reference is freed; a worker that will not stop leaks its loop instead of
freeing running code.
- Kill switch: SHARPEMU_DISABLE_NATIVE_GUEST_WORKERS=1 restores the inline
calli path.