AppKit, which SDL uses for windows, Metal surfaces, event pumping and game
controllers, works only on the main thread, and a guest never hands its
thread back. The macOS relinker emits a call to Aps5StartGuest as the
entry of a relinked executable; no library provided it.
- Aps5StartGuest runs the guest entry on a new thread with the stack size
of the main thread (at least 8 MiB) and serves the main dispatch queue
from the run loop of the main thread. The guest ends the process with
exit; a guest entry that returns aborts.
- Aps5RunOnMainThread runs a function on the main thread and waits for it,
or in place where the main thread is the caller or Aps5StartGuest was
never called.
- libSceVideoOut sends its SDL calls through OnMainThread, which carries
the exceptions back to the caller: the initialisation and shutdown of the
video and game controller subsystems, the window, its Vulkan surface and
drawable size, the event polling and the pad, mouse and keyboard input,
which are created and destroyed there. On the other platforms the
functions run in place.
- The flip test starts its tests through Aps5StartGuest on macOS, as a
relinked guest does.
Co-authored-by: mugurc <[email protected]>
- Track up to 4 pad slots in libScePad with per-slot inputs, outputs, sensor fusion, and deadbands
- Support dynamic user login/logout events and multi-user registration in libSceUserService
- Map SDL controllers 0-3 to Players 1-4 in libSceVideoOut while preserving Player 1 keyboard and mouse composition
- Add test coverage for multi-controller pads and multi-user services
sceVideoOutGetOutputStatus derived resolution from the size of the
registered buffers, so a title that reads it right after sceVideoOutOpen
got 1 (1080p) whatever the display. In a payload process on a PS5
(firmware 12.70), with no buffer registered, the field changed with the
console's resolution setting: 2 with it on Automatic on a 4K display, 1
with it set to 1080p. Read it from the display mode SDL reports for the
window's display, next to the refresh rate, and keep it independent of
the registered buffers.
APS5_VIDEOOUT_TELEMETRY_DIR=<directory> appends one JSON object per line to <directory>/videoout.jsonl: a contract line for the run (commit and pid), a pad line whenever the published pad state changes in its buttons, sticks, L2 or R2, a present line after the first present and every 30 after that with the count and rate the window title shows, and a drops line with the number of lines the writer discarded, reported every ten seconds while it grows and once at a normal exit. A bounded queue of 4096 lines and one writer thread batch the file, so neither the present nor the input path waits for it; a pad change that the full queue refused stays pending for a later publish, and the frame count moves from UpdateTitle's function-static to DisplayWindow so the input path can name the present it belongs to.
Without the variable no file is opened and no thread is started: a present or an input update costs one call that checks a guard variable and returns null.
sceVideoOutOpen with bus type 0x20, the PS VR2 output PPSA05666 opens as
SCE_VIDEO_OUT_BUS_TYPE_HMD2_MAIN after sceHmd2ReprojectionEnableVrMode, threw
VIDEO_OUT_ERROR_INVALID_VALUE and aborted the title. The console returns that
code to a process that is not a game, with the headset connected and worn or
not, for users 255 and 0 and for a null or zeroed open parameter, so the bus
is answered that way before the other argument checks and the title carries
on with the error as its handle, as it does on the console without a headset.
The debt entry records the sequence the title follows on that handle
(RegisterBuffers2 with category 16 and 4000x2040 descriptors that point at
Hmd2 per-eye textures, ConfigureOutput and IsOutputSupported with 0x2000F, a
GPU wait on buffer 0), which a VR backend will have to model, and the test
covers the bus and the HMD output modes 0x20001 and 0x2000C to 0x20010, which
the console and this implementation answer with VIDEO_OUT_ERROR_UNKNOWN_OUTPUT_MODE
on the TV bus.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
The 30 ms limit gated all controller output, so a rumble pulse shorter
than the interval could be lost and a stop could wait up to 30 ms.
Rumble goes out on every output change again, as on main; SDL already
skips repeated values and merges consecutive rumble reports. Only the
light bar is paced: a changed colour is sent at most every 30 ms, always
the latest one, and a colour SDL refuses is retried after the interval.
The trigger effect is cached only when SDL_GameControllerSendEffect
succeeds, so a refused effect is sent again on the next update as it was
before. LightBarPacer and TriggerEffectCache hold these decisions;
pad_output_pacing covers changes, retries, a new controller and a light
bar animated every frame at 120 Hz.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Every change of the pad output state sent a rumble, light bar and trigger
effect update to SDL, and the trigger effect was sent again even when it
had not changed. Titles that animate the light bar or drive rumble from
haptic audio change that state every frame, so at 120 Hz about 110
reports a second were queued while SDL's HIDAPI rumble thread sends at
most one per 10 ms. Different report kinds do not merge in its queue, so
the backlog grew: rumble arrived ever later, and disconnecting the
controller blocked the presenter until the queue drained.
Updates now go out at most every 30 ms with the latest state, and the
trigger effect is sent only when it changes or a controller connects.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Add the PS4 functions sceVideoOutSetBufferAttribute and
sceVideoOutRegisterBuffers on top of the existing registration. The PS4
call uses the first free attribute set and returns its index. It
accepts linear A8R8G8B8_SRGB and A8B8G8R8_SRGB buffers, which map to the
PS5 B8G8R8A8 and R8G8B8A8 formats. It throws for tiled buffers, whose
PS4 layout differs from the PS5 one. Linear PS4 buffers may be 4 KiB
aligned: the OpenOrbis graphics sample places its second 1920x1080
buffer 8,294,400 bytes after the first. PS5 buffers keep the 64 KiB
rule. A handle with PS4 buffers writes the PS4 flip status (64 bytes)
and vblank status (32 bytes). Writing the 128-byte PS5 flip status into
the sample's stack structure overwrote its saved frame pointer.
Detect HDR output on the host: on Windows the monitor showing the window
must run in HDR10 (DXGI IDXGIOutput6), and on every host the window's
Vulkan surface must offer a 10-bit VK_COLOR_SPACE_HDR10_ST2084_EXT
swapchain with VK_EXT_swapchain_colorspace and VK_EXT_hdr_metadata. The
monitor's luminance comes from DXGI; hosts that report none get 1000
nits peak and full frame, 0 nits black.
While HDR output is available, sceVideoOutGetOutputStatus reports
dynamic range 2 and flag bit 0, sceSystemServiceGetHdrToneMapLuminance
reports the monitor's luminance, and every open port's output mode
event fires when that changes. PQ display buffers are presented
unchanged through an HDR10 swapchain with HDR metadata; any other
display buffer switches back to the SDR swapchain. Without HDR output
the PQ to SDR conversion uses the peak the title was last told as its
white level.
AI-assisted: yes
The console's mouse reports relative motion, so the host cursor can never line
up with the cursor a title draws. While a title has a mouse open and the
window is focused the host cursor is hidden and captured, released on focus
loss or while the pad's mouse-to-stick toggle is on. Motion deltas are scaled
from the presented image's size in window units to the title's display
resolution with sub-pixel carry, so the title's cursor travels as far as the
host pointer would, on scaled desktops and letterboxed windows alike.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
The NID -q-vbO859Tw, declared as sceVideoOutUnknown_q_vbO859Tw for
PPSA02530, hashes to sceVideoOutDeleteVrrActiveStatusEvent. It removes the
handle's VRR status registration from the queue like the other Delete*Event
calls, the counterpart of sceVideoOutAddVrrActiveStatusEvent.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_017WeVmjnnPPKdxVTpr2Vjtw
anyps5-input.ini accepts LeftStickDeadzone and RightStickDeadzone (whole
percent, 0 to 90), a radial deadzone on the controller sticks whose
remaining travel is rescaled to the full range, and MouseSensitivity
(above 0, at most 10), which replaces the fixed factor of 1 for mouse
look. The defaults keep the current mapping exactly.
sceVideoOutSubmitChangeBufferAttribute2 threw when a buffer of the group
had a flip pending, and Marvel's Wolverine makes that call with flips in
the queue. A flip now takes its buffer group when it is reserved, in
submission order, so flips submitted before the change keep the
attributes their buffers were rendered with and later flips use the
new ones.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Elden Ring Nightreign (PPSA25380) imports the function, which no library
exported, so the title failed to load. The option is ORed into the buffer
attribute and a null attribute throws. Options other than 0 and 8 still
throw when the buffers are registered.
The flip queue's condition variable went through winpthreads, whose
timed waits end on GetTickCount64 steps: the present thread's 10 ms poll
for SDL events and the pad, taken while no flip is queued, ended 11 to
24 ms later on Windows, and WaitForFlipRoom's 60 s bound had the same
granularity. Use TimedWait::Condition, which waits on an event and a
high-resolution timer, so the poll ends at 10 ms and a submitted flip
still wakes the present thread at once.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
Unsubscribe an event queue from the output mode events that
sceVideoOutAddOutputModeEvent registers, the same way the flip and
vblank events are removed. Deleting a registration that does not exist
succeeds, and a null queue or an invalid handle throws.
Co-Authored-By: Gemini 3.8 Flash <[email protected]>
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
A flip packet names a buffer index; the buffer was looked up when the
command buffer was submitted, so a title that registers its buffers
after submitting the first frame failed with "flip buffer is not
registered". The buffer is now resolved when the GPU reaches the flip,
as the hardware does. A flip whose buffer is still unregistered then
presents black and completes (see TechnicalDebt).
Uncharted: Legacy of Thieves Collection (PPSA05684) submits its first flip before registering its buffers and stopped with "flip buffer is not registered".
A title that opens a main and an overlay port flips both, and every flip
was presented as a whole frame, so the window alternated between the two
buses: PPSA01736 shows its intro on the main bus and an empty overlay,
and the intro blinked black on every other frame. Overlay flips now
complete and signal their events without being shown. Compositing the
overlay over the main output is not implemented.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Measured on a PS5 (firmware 13.60) through dlopen of
libSceVideoOut.sprx on a handle the payload opened.
sceVideoOutInitializeOutputOptions writes 0xFF to byte 2 of the 64-byte
options and returns INVALID_ADDRESS for a null pointer.
sceVideoOutIsOutputSupported checks the handle, then the reserved
arguments, then the mode, then the options. It never answers 0: a mode
the display lacks returns UNSUPPORTED_OUTPUT_MODE, and a value that is
not a mode returns 0x8029001E. Options must keep the initialized words,
except word 3.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
LibwuIonIBw registers video out event id 16, which the host never triggers because its VRR state does not change; kP2L8t3j-aM returns 0 without effect.
A flip still queued or in presentation when the title closes its port is discarded, as on hardware, rather than stored as a driver failure. A closed port no longer terminates the presentation thread nor surfaces from Shutdown. The lifetime test now expects cancellation and the reopen mode is registered in ctest.