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.
With APS5_DUMP_FRAMES, FrameDumpWriter::Enqueue threw "frame dump queue exceeded 64 MiB" when the
writer thread fell more than 64 MiB behind, which failed the presentation and ended the title.
#4320 made that rare at the default APS5_DUMP_SCALE=4; at APS5_DUMP_SCALE=1 a 1920x1080 title
reaches it within nine frames and a 3840x2160 one on the third.
Enqueue now waits on the writer's condition variable until the frame fits, and the writer
notifies after each file; a single frame larger than the queue still throws. The VideoOut frame
dump queue test gets a wait mode at scale 1 whose third frame has to wait for the held first one.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
video_out_telemetry and video_out_telemetry_caption were registered only
for non-Windows hosts. Telemetry.cpp needs getpid, which Windows spells
_getpid, and a narrow path for OpenFromEnvironment, because a
std::filesystem::path c_str() is wide there. Register the tests with the
Windows PATH and unwind settings of the other video out tests; the caption
test skips (77) when the offscreen SDL driver has no Vulkan support.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
F12 (the new Screenshot input action) requests a capture of the next
presented display buffer. The presenter records it with the existing
APS5_DUMP_FRAMES GPU readback at full resolution, and the frame dump
writer thread encodes it with decoder_png into anyps5-screenshots/
beside the executable, or ANYPS5_SCREENSHOTS.
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.
Some titles stop on a prompt to shake the controller, which keyboard players
and controllers without motion sensors cannot answer. While the Shake input is
held (X by default), the composed pad state reports motion with the
acceleration and angular velocity flipping sign every 50 ms; a controller's own
sensor data is used otherwise.
Co-Authored-By: Claude Opus 5.5 <[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]>
sceVideoOutSubmitFlip went through queue 0 as a one-packet command
buffer, so every CPU flip waited until the queue worker had translated
all command buffers submitted before it. The PS5 RADV WSI flips from its
own thread once the frame's fence has signaled. vkQuake keeps two frames
in flight, so by then the next frame's command buffer is already queued,
and the flip waited about 10 ms for the worker to translate it. Presents
came in pairs, about 4.7 ms and 29 ms apart. Meanwhile the title waited
in acquire for the flip to be shown, leaving the worker idle for about
7.5 ms per pair.
A CPU flip from a thread that has never submitted queue-0 work now goes
to the presenter at once, unless a command-buffer or EOP flip ahead of it
has not been reached yet. Such a thread can only know that its frame is
done by waiting for it. A flip from a thread that submits its own frames
still waits for the work submitted ahead of it, because a title that
flips without waiting for its frame relies on that order.
APS5_CPU_FLIP_IN_ORDER=1 orders every CPU flip.
vkQuake (PPSA99010) on an RTX 4060: 60 -> 72-74 presents per second,
present-interval standard deviation 12.2 -> 2.1 ms, and intervals over
25 ms 40% -> 1%.
The default bindings map the left and right mouse buttons to Square and
R2, and mouse mode maps motion to the right stick. A title that opens the
mouse with sceMouseOpen therefore gets every click twice: as a mouse
button and as a pad press. PPSA15388 treats the pad press as a switch to
gamepad input, re-centres its cursor and drops the click, so menu items
cannot be clicked.
While libSceMouse has a handle open, KeyboardMouse ignores mouse motion
and mouse-button presses. Releases still pass, so a button held before
the title opened the mouse is let go. Keys and the wheel are unchanged,
as with the IME guard next to it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>