Mode 1 threw for every input since fe4016f61, which stopped Grand Theft Auto V (PPSA04264) right after sceVoiceInit. It now returns 0 for priorities 256-767 with non-zero affinity masks within 0x1fff, the range sceVideoOutOpen accepts for its service thread; no voice worker threads run, so the values reach no host scheduling, and other values still throw.
BunnyFl ran firmware 13.42's libSceHmd exports under an emulator. The
distortion and wide-near correction queries look the handle up before
checking initialization: a handle other than the one sceHmdOpen stored,
which stays 0 without a headset, returns HANDLE_INVALID even before
sceHmdInitialize. sceHmdGet2dVrCommand checks its arguments first:
PARAMETER_NULL for a null descriptor or command buffer or a null
pointer at descriptor offset 0, 8 or 0x20, and PARAMETER_INVALID for a
non-zero field at 0x34 or 0x38.
The queries and their sceHmdDistortion* aliases now answer in that
order. What handle 0 gets after initialization isn't measured, so it
throws NotImplemented_nid_no_patch instead of returning HANDLE_INVALID.
Each GCN instruction is re-encoded to its RDNA form and decoded by the
existing RDNA decoder, so the PS4 path shares the recompiler. Covers the
legacy VS stage (program at the VS slot, user SGPRs from s0, vertex and
instance index in v0-v3), fetch shaders linked as user-data calls, MIMG
(image_sample and friends), PS4 buffer descriptors (GCN DATA_FORMAT /
NUM_FORMAT, 44-bit base) and T# image descriptors (GCN tiling in word 7).
The GCN switch is keyed into the shader disk cache. PS5 behaviour is
unchanged: every PS4-only rule is gated on GcnGuestShaders().
A second sceCommonDialogInitialize returned 0x80B80004
(ALREADY_INITIALIZED), the code each dialog's own Initialize returns.
The common-dialog system initializer returns 0x80B80002
(ALREADY_SYSTEM_INITIALIZED), as shadPS4 and the SDK error names have
it, so callers that accept only SCE_OK or ALREADY_SYSTEM_INITIALIZED
treated a second call as a failure. The header keeps
ALREADY_INITIALIZED for the dialog libraries that return it. The test
pins the literal instead of the header constant, and the debt entry
records that a repeated call's value is not measured on a console.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A guest read over the depth or HTILE range of a native multisample depth
surface threw even when the host had not written the surface since its
import. Its samples are then still the clear value the import took from
the guest HTILE, so the guest bytes already describe it. Retire such a
surface and its guards instead, and keep the refusal for a surface the
host wrote: draws with depth or stencil writes, depth/stencil copies and
storage write-back.
Onimusha: Way of the Sword (PPSA27836) imports a 4-sample D32 target,
draws into it once with depth tests only and no color target, then reads
the memory back as a structured buffer in a compute dispatch.
Unblocks PPSA27836.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Forward scePthreadBarrier*, scePthreadBarrierattr*, scePthreadGetcpuclockid,
scePthreadGetconcurrency and sceKernelMsync to libkernel's POSIX
implementations and return POSIX errors as SCE kernel errors.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Implement sceVoiceSetMuteFlagAll, sceVoiceSetBitRate and
sceVoiceUpdatePort on main's port model. They return the
not-initialized, port-range and missing-port codes of the other port
calls, validate bitrates against the table sceVoiceCreatePort uses and
throw where the console's code is unknown.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
PPSA34501 calls sceNetCtlGetInfo often enough that GetAdaptersAddresses and its
RPC took about a fifth of a game thread at the Kino der Toten spawn. The
answers are now kept per address family and for the IPv4 interface, and
dropped when an address, interface or route change notification arrives.
sceVideodec2Flush drained libavcodec with an empty packet whenever the decoder
was not already flushing, and the next sceVideodec2Decode then restarted the
decoder with avcodec_flush_buffers, dropping its reference pictures. A caller
that flushes after every access unit, as Sony's PSP emulator does for its
H.264 movies, lost every P picture after the first: libavcodec withholds
pictures after a restart until it reaches a keyframe, so Daxter (PPSA09695)
got 8 pictures from 459 access units and showed a black screen ("Failed to
obtain a video frame") instead of its intro movie.
Flush now drains only when a decoded access unit has not produced its picture
yet. With nothing pending there is nothing to return, and the decoder keeps its
references for the units that follow.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Add libogg 1.3.6 and libvorbis 1.3.7 as submodules, built from source as
hidden static libraries, and implement the 31 libvorbisfile exports on top
of them. Decoder state lives in a host table keyed by the guest
OggVorbis_File, guest callbacks are trampolined, and vorbis_info is
returned in its LP64 layout.
The PS5 payload SDK declares the process parameters with a 32-bit PS4
SDK version at offset 0x10 and a 32-bit PS5 SDK version at 0x14, not
one 64-bit field. The debt entry now states that the export returns the
field at 0x10, as libSceHmd2 and shadPS4 read it, and that which field
the console returns is unmeasured. The test puts different values at
0x10 and 0x14 instead of one 64-bit value with its upper half set.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01WYjMwvLdPR8iX8EP8tQYWa
A line list or strip drawn with PA_SC_AA_CONFIG above 1x and
PA_SC_MODE_CNTL_0.MSAA_ENABLE clear threw, and METAL GEAR SOLID: Peace
Walker (PPSA18216) draws such lines into its 4x target. They now take
the path triangles already take in this state: the target's sample
count with every sample at the pixel center, or one sample under a
one-sample color target.
The refusal now reads the primitive the draw rasterizes
(RasterPrimitiveOf) instead of VGT_PRIMITIVE_TYPE: a point list that a
geometry program turns into triangles or lines is drawn as those, and
rasterized points and alpha-to-coverage still throw. No draw on main
rasterizes points in this state, because a vertex-path point list and
a geometry program's point output throw earlier; the point term takes
effect once they are drawable, as with #6801.
The new GPU test decodes a line list and a line strip into a 4x target
in this state with DecodeState, draws the decoded state, and requires
every pixel to be covered in all four samples or in none.
Co-Authored-By: Claude <[email protected]>