Changes MapPixelFormatToGuestTextureFormat to default to format 56 (8-bit
RGBA) when the game uses a pixel format not yet in the known list, with a
stderr warning that reports the exact format value for project issue reports.
Previously, unknown formats returned 0, which caused RegisterKnownDisplayBuffer
to skip registration entirely. The GPU backend then couldn't find the buffer
during flip, producing vk.flip_capture_failed, and some games later hit a
Debug.Assert in ExecuteOrderedGuestFlipWait.
The fallback produces wrong colors for the affected games but lets them render
and display output, which is strictly better than a black screen or access
violation crash. The pixel format is printed to stderr so developers can
identify it and add proper support.
Co-authored-by: meowman <haadii2005@gamil.com>
Quake (PPSA01880, Kex Engine) crashes at startup because
sceVideoOutIsOutputSupported (NID Nv8c-Kb+DUM) is unimplemented.
The game calls it to check video output capabilities before
initializing rendering.
Add HLE export stub: returns 1 (supported) for SceVideoOutBusTypeMain,
0 otherwise. The emulator renders via Vulkan and supports any pixel
format or aspect ratio on the main bus.
NID verified via Ps5Nid.Compute SHA1 algorithm.
Export name confirmed in scripts/ps5_names.txt.
* [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
* [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.
* [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.
* [HLE] Stop allocating on the memcpy/memset and trace hot paths
memcpy/memmove no longer allocate a bounce buffer sized to the whole
copy (large copies previously landed on the LOH); they loop through a
single pooled 256 KB rental, copying high-to-low when the destination
overlaps above the source so memmove semantics survive the chunking.
memset reuses a shared zero chunk for the dominant zero-fill case and
rents/fills only min(length, 16K) bytes for non-zero values instead of
allocating and filling a fresh 16 KB array per call; the map-time
zero-fill loop shares the same zero chunk.
SHARPEMU_LOG_SEMA / SHARPEMU_LOG_VIDEOOUT are now read once into cached
bools and every TraceSemaphore/TraceVideoOut call site is guarded, so
trace messages are no longer interpolated (and the env var no longer
queried) on every semaphore op and every flip with tracing off. Trace
output when the flags are set is unchanged.
* [HLE] Remove per-frame allocations from the vblank/flip/equeue plumbing
The 60 Hz vblank pump no longer allocates per edge: PumpVblanks reuses a
pump-thread-only port list instead of a LINQ Where/ToArray, and
SignalVblank/SubmitFlip snapshot their event registrations into pooled
rentals instead of copying the List on every edge and every flip (the
snapshot must still be taken, since triggers run outside _stateGate and
a per-port reusable buffer would race the pump thread against a guest
thread's first-edge signal).
sceKernelWaitEqueue delivery rents the dequeue buffer from the pool
instead of allocating an array per wait, and event-queue wake keys are
formatted once per handle (cached in a ConcurrentDictionary, dropped on
queue delete) instead of building the string on every enqueue. The
semaphore wake key moves onto KernelSemaphoreState at creation, the
same pattern the pthread mutex state already uses, removing the
per-signal/per-wait formatting. SHARPEMU_LOG_EQUEUE is read once into a
cached bool like the sema/videoout flags.
* [HLE] Read guest C-strings without per-call buffer allocations
CpuContext.TryReadNullTerminatedUtf8 allocated a byte[capacity] and
issued one TryRead per byte for every string-argument import. It now
reads through a stack buffer (pooled above 512 bytes) in 128-byte bulk
chunks, falling back to per-byte reads only when a chunk touches an
unreadable range so a terminator sitting just before unmapped memory
still resolves exactly as before. The chunk bound also keeps the
overread past the terminator smaller than the old loop's worst case is
wide, so no fault can appear where the byte loop succeeded.
TryReadAsciiZ (dlsym/symbol resolution) drops its List<byte> + ToArray
round-trip for the same stack/pooled buffer, keeping the byte-by-byte
TryReadByteCompat reads because their Marshal.ReadByte fallback must
probe exactly up to the terminator. Only the final string is allocated
on either path now.
* [HLE] Replace blocking-wait closures with waiter continuation objects
Every wait that actually parked a guest thread allocated two capturing
lambdas (plus their display classes) for the scheduler's resume/wake
callbacks. RequestCurrentThreadBlock and the backend's blocked-thread
state now carry a single IGuestThreadBlockWaiter instead of the
Func<int>/Func<bool> pair: TryWake keeps the run-under-the-scheduler-
gate contract and Resume still produces the guest's RAX on the woken
thread. The waiter stays attached through the wake transition (the old
code nulled only the wake handler there) and is consumed at resume.
The existing waiter objects absorb the captured state as fields, so a
blocking wait now allocates exactly one object: SemaphoreWaiter,
PthreadMutexWaiter, and EventFlagWaiter implement the interface
directly, and the equeue, cond, and rwlock waits get small waiter
classes replacing their closures. Handler bodies delegate to the same
static methods with the same arguments as before; the untimed event
flag wait's mutable captured result becomes a field on its waiter.
* [HLE] Back pending event queues with a ring deque instead of LinkedList
LinkedList<KernelQueuedEvent> allocated a node object on every
non-coalesced enqueue — one per vblank/flip edge per registered queue,
60+ times a second in steady state. KernelEventDeque is a grow-only
ring buffer over a KernelQueuedEvent[] with the three operations the
queue actually uses (AddLast, RemoveFirst, find-and-update-in-place by
ident/filter), so steady-state enqueue/dequeue allocates nothing and
the coalescing update writes the struct back through an indexer instead
of a node reference. All accesses stay under _eventQueueGate, matching
the LinkedList usage it replaces.
* [HLE] Cap memcpy chunk iterations at the requested size, not the rented length
Address Copilot review: ArrayPool.Rent may return a larger array than
requested, so sizing each iteration by chunk.Length let the copy
granularity depend on pool bucketing internals instead of the intended
256 KB chunking. Behavior was already correct for any chunk size (each
iteration re-reads the source, and the overlap ordering is size-
independent), but the loop now mins against the requested chunkLength,
matching what memset already does.
* [HLE] Skip the flip/vblank snapshot rental when no events are registered
Address Copilot review: SignalVblank and SubmitFlip rented (and
returned) a pooled snapshot even with zero registrations — steady
per-frame pool traffic for games that never register flip events and
only poll flip status. Zero-count signals now skip the rental, the
copy, and the trigger loop entirely, which also retires the
Math.Max(count, 1) minimum-rent guard.
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.
* [shader-decoder-part1] Implemented a shader decoder for Gen5 shaders, including IR generation, metadata reading, scalar evaluation, and SPIR-V translation. Updated related exports and video output components to support the new shader decoding functionality.
* [shader decoder] correct RDNA2 operands, fixing synchronization problems
* [shader-decoder] RDNA2 decoder improvements
* [shader-decoder] fix RDNA2 shift masking and sprite draws
* [shader-decoder] improve RDNA2 shader decoder to support more instructions and fix some issues with the previous implementation.