video_out_mouse_tests holds a button, opens a dialog and releases it: the title
receives one reset instead of the release, later presses and releases are
dropped, and both reach the title again once the dialog closed.
video_out_mouse_tests checks that a button press made while a dialog is shown
produces no mouse data, and that presses and releases reach the title once the
dialog closed.
video_out_mouse_tests checks that the wheel reaches the title without a dialog,
that motion and wheel produce no mouse data while a dialog is shown, and that
motion is delivered again once it closed.
pad_sdl_tests opens a two-button dialog with a virtual controller: the title reads
only the neutral intercepted state while it is shown, a Cross press answers it
with the focused button, the same press stays hidden from the title until it is
released, and the next press reaches the title.
video_out_dialog_input_tests feeds synthetic SDL events to DialogInput with a
three-button dialog open: every focus key and the wheel, the confirming and
cancelling keys and buttons, repeats, events for another window, unmapped keys
and buttons, and events while no dialog is open.
PS5_Vulkan measured on a base PS5 set to 1080p output that
sceVideoOutIsOutputSupported(15) answers 0, neither 1 nor an error, and
that sceVideoOutConfigureOutput(15) then returns 0x80290019, in a title
declaring high-frame-rate output. A host display below 120 Hz answered
0x80290016 to both instead. Titles that branch on the answer being 1
are unchanged; the undeclared-title answer stays 0x80290016.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
PS5_Vulkan measured on a PS5 (firmware 13.40) that
sceVideoOutRegisterBuffers2 refuses a set at buffers 15 to 19 with
0x80290001. The call threw instead. The other out-of-range arguments
keep throwing.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The 4 KiB display buffer alignment check now names linear and PS4
buffers, because PS4 tiled display buffers may be 4 KiB aligned too.
video_out_flip_ps4 still looked for the old text when a PS4 buffer set
is changed to the PS5 tiled layout, so it failed although the change is
still refused.
A press published before the keyboard captured the pad stayed in the
read latch and in the sample queue. The first ReadState after the
handoff returned it beside the Intercepted bit, and Read drained the
queued samples from before the capture unmasked. Clear both when a
sample starts the capture, so every read while it lasts holds only the
Intercepted bit.
Found by MarcZX10's review.
The removed checks asserted the exact failure text of cursor image, image
address and index calls and of a null flip status output. Those calls are
still not implemented and still refuse explicitly; the tests no longer pin
what they answer.
SDL_NumJoysticks returns a negative value on error, which the host
controller check turned into exit code 77 and CTest reported as a
skip. A negative count now fails the test with SDL_GetError, and only
a positive count skips it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
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]>
PadInput opens every joystick SDL sees, so a controller attached to
the host takes slot 0 and the slot checks abort. The test now exits
with 77, registered as SKIP_RETURN_CODE, when SDL sees any host
joystick before it attaches its virtual controllers.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
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.
ANYPS5_VIDEO_OUT_TEST_DRIVER defaulted to SDL's offscreen driver on every
host. That driver has no Vulkan on Windows, so all thirteen flip tests that
open a display skipped there. Windows now defaults to the windows driver.
A machine without a Vulkan driver makes DisplayWindow report that Vulkan
lacks VK_KHR_surface, so the flip tests also skip on a DisplayWindow error
that names Vulkan, as they do on offscreen's message.
The controls check read exactly two events after subscribing to pre-vblank
and waiting for one vblank, and expected one of them to be PRE_VBLANK_START.
The VideoOut filter queues every vblank of the earlier VBLANK registration,
and the queue returns one registration's events before the next, so when a
second vblank lands between the earlier read and the wait (a real display's
cadence), both events read are VBLANK and the pre-vblank event is the third.
The check now reads up to eight events and requires a VBLANK for the vblank
registration and a PRE_VBLANK_START with its own user data among them.