* refactor: from guest threads to EE scheduler
* feat: bad wip mpeg fix for code veronica
* feat: cheap copy from host
feat: small perf o vsync tick
* feat: added EE clock Hz
fix: fix MPEG out of sync with new EE refactor
* fix: fix lotr tests
* fix: fix cri dtx loading
fix: fix wrong mmi instruction translation
fix: fix thread info params
feat: added EE timers decoder and consumer
feat: split SFI and IOP memory to prevent collision and overrides
* feat: revert wrong changes
* refactor: from guest threads to EE scheduler
* feat: bad wip mpeg fix for code veronica
* feat: cheap copy from host
feat: small perf o vsync tick
* feat: added EE clock Hz
fix: fix MPEG out of sync with new EE refactor
* fix: fix lotr tests
* feat: implement fix and changes based on dark cloud report
fix: fix GS AFAIL for RGB/alpha/Z, ZMSK
fix: fix VU1 flags mask and pipeline
fix: small VU1 cache fix
feat: __ct__, __sinit_ are not sillent stubs anymore
* feat: fix song JP pulling
* feat: sound update for lotR
* feat: prevent guest execution to be very slow
* fix: small gs size bug
* feat: refactor VU
fix: fix cliping and other issues on gs
fix: fix wrong vu0 register on recompiler
* fix fix ACC scheduler stall
feat: remove unused test
fix: .fix overflow e underflow on FMAC
* feat: small setting for windows test
* feat: implement memory card IOP
* feat: IOP trace
* feat: move IOP logic to ps2xIOP
refactor: small refactor on audio api on runtime
* feat: android support
feat: prevent race on GS
feat: a bit cleanup and reimplement on memory card
* feat: finish guest thread
feat: android build support
feat: vita build support with suspicious setup scripts
* feat: remove idea from track
The "Semaphore poll/signal remains stable under host-thread contention"
test created the semaphore full (init == max == 1), so SignalSema could
only succeed after PollSema had already freed a slot. With no start
barrier, under host-thread contention the signaler thread could run all
64 of its iterations before the poller's first timeslice, making every
SignalSema legitimately return KE_SEMA_OVF and leaving signalOkCount at
0 — a false failure of "contended SignalSema should observe successful
releases". An earlier investigation of the unfixed test observed this
twice in 24 contended (8-way-parallel) full-suite runs and never in 20
serial runs; CI has independently hit the same assertion on the
unrelated draft PR #174, confirming the trigger is host scheduling, not
the code under review.
Seed the semaphore with headroom (init=1, max=2) so the first PollSema
and the first SignalSema each succeed regardless of scheduling order,
and add a start barrier so both workers start together, maximizing the
opportunity to interleave. Widen the final-count range check to the new
max. The semaphore implementation is unchanged; both threads still
contend concurrently on the same per-semaphore mutex.
* feat: added guestBranchKind enum to categorize branch types
feat: added missingFunctionPolicy enum to define behaviors for missing function scenarios
refactor: added handle guest branches and report missing functions
feat lookupFunction to utilize new dispatch logic and improve error handling for unregistered functions
* fix: fix test conflict
* feat: added debug sound driver logs
* feat: emmiter for return
* feat: added recompiler reporter
feat: added strict diagnostics flag for heavy debug calls
* feat: staticc table insted of hashmap for runtime
* feat: back file to ignore
* feat: explode code across helpers and classes
* feat: update codegen test
feat: better guest nop check
* feat: fix link problem on linux
* feat: fix Segmentation fault
* feat: added ffmepg as dependency
* feat: wip decoder video
* feat: some perf and cleanup
* feat: added generic MPEG stream notification
* feat: CMakeLists.txt in ps2xStudio to configure SDL2 build options for static linking.
fix: fix ffmpeg setup for linux
fix: now MPEG decoder now identify that movie has ended and can play again anytime
feat: better audio stub to not block games
* feat: fix expansion test
* feat: foo
* a
* feat: finally added a helper to to prevent thread starvation
* feat: added basic vu0 code execution
* feat: added yield Guest Execution After Wake to prevent deadlock
* feat: added options on cmake for logs
feat: better input for keyboard pad
* feat: small corrections like top and itop vu branches etc
* feat: changes
* feat: working feature
* feat: fatal frame iop
* feat: test fix
feat: z buffer fix
* fix: gix GsPutIMR IMR
* feat: added rl imgui
* feat: added helper to get snapshot
* feat: added debug panel consuming snapshots
* feat: added pad snapshot
feat: added RCP debug events
* feat: final cleanup from old code
* feat: added EE timer counter
feat: applyed sound driver for Lotr
feat: better check for sound driver compat layout
feat: enquee and cosumed DMa cause
feat: added Pad execCMd
feat: update GS vsync signal flag
feat: custom IOPs for LotR
* feat: small cleanups
* fix: fix wrong import
* fix: semaphore syscalls return sid on success instead of KE_OK
The PS2 EE BIOS returns the semaphore ID on success for all semaphore
syscalls, not zero. PollSema, WaitSema, SignalSema, and DeleteSema were
all returning KE_OK (0) on success, which breaks games that compare the
return value against the semaphore ID.
DQ8's init code polls a mutex semaphore at 0x12A670 and checks the result
against the semaphore ID using bne. With KE_OK returned, the comparison
always fails and the game spins forever at PC 0x164978 and never starts.
Other games that follow the same EE BIOS convention would hit the same
problem. CreateSema already returned the ID correctly; this brings the
other four operations in line with the same convention.
The fix is five changes in Sync.cpp: the four return sites are updated to
return sid, and the count-decrement guard in WaitSema is changed from
ret == 0 to ret >= 0. The guard change is necessary because ret is now
seeded to sid (a positive value) on the success path, and the old equality
check would have silently stopped decrementing the semaphore count. Error
paths (KE_WAIT_DELETE, KE_RELEASE_WAIT) are negative and still correctly
bypass the decrement.
Tests are updated to expect sid instead of KE_OK on success paths, and new
test cases cover the blocked-wait-then-signal path (the actual DQ8 scenario),
force-release via ReleaseWaitThread, and the count-decrement guard directly.
* fix: update stale KE_OK assertions in expansion and SIF RPC tests
Two test files were not updated alongside the semaphore return-value change.
PollSema and SignalSema now return sid on success; update the four assertions
that expected KE_OK on those success paths.
* fix: tighten WaitSema count-decrement guard to ret == sid
ret is seeded to sid on success and only ever overwritten with negative
error codes, so ret == sid precisely expresses "this wait acquired this
semaphore" — more explicit than the looser ret >= 0.
Suggested by ran-j in PR review.
* [runtime] Memory swizzling rework
Reimplementation of memory swizzling supporting all valid GS texture
storage types.
An additional optimization was done to improve the speed of lookups.
Since page access is linear, we can precompute the non-linear bit
(blocks and columns) for an entire page for each format. This reduces
the runtime calculation to just calculating the correct page in 2d
memory space and then performing a lookup in the table to get the
location in memory inside a page. Since all page accesses are the same,
this works across all pages. Speed improvements should be compounded by
the number of accesses but there might be some reductions as a result of
actually implementing formats that were not implemented before.
I took care to do this with simple math. GS swizzling is complicated and
optimizing it for debug builds is outside the scope of my current work.
This is just the standalone code. It will be worked into the current
rasterizer in a follow up commit.
* [runtime] Reimplement GS host -> local transfers
Reimplement the host -> local transfers using new swizzling code
* [runtime] Reimplement sampling with new swizzling
Reimplements the rasterizer sampling code to use the new swizzling code
* [runtime] Replace fb writes with new swizzling
Replace the framebuffer write code with the new swizzling code
* [runtime] Reduce vram read/write to func lookup
Reduces the vram read write switches to a function lookup
* [tests] fix GS tests not handling depth test
* [runtime] z interpolation and write support
Add support for interpolating z from primitives and writing to the z
buffer after z testing and masking
* [runtime] local to local transfer rework
* [runtime] host readout uses new sizzling code
plus cleanup some dead code
* [runtime] rework local->host transfer
update to the new swizzling code
* [runtime] update clear function with new swizzling
* feat: remove memory and pad from stub section
* feat: add support for resume entry targets in CodeGenerator (this allow jumps in address outside function)
feat: refactor entry point discovery one more try to reduce big generated file
* feat: optmizations for release build
* feat: remove unused file
* feat: added some test cases for code gen
* feat: added log macro and remove win specific code
* feat: refactor runtime folder structure
feat: added reset sound driver RPC state and compatibility layout
feat: rename and added new test
feat: update RPC calls to use defined constants
feat: added more PSMC(16, 32)
feat: change cd read to try find the asset ignoring case sensitive
fix: fix some render problems
feat: add logs on pad
feat: added more RPC handles
* feat: added game override for code veronica
* feat: apply vita patch
* feat: flags to disable build
* feat: fix merges
feat: break a lot of tests
* feat: better throw error on empty cd path
feat: remove recompiler unusde function
feat: apply missing patch
* feat: gamedp is now part of lib
feat: missing file
* feat: small cleanup
* feat: missing vita changes
* feat: fix more merge
* feat: fix tests
* feat: last missing feature
* feat: added missing import
* feat: rename test local functions
* feat: init syscall on ps2 list
* feat: added DMA helpers
* feat: faster builds
feat: more implement for darkcloud
* feat: back missing file
* feat: added missing includes
* feat: remove test
* feat: missing include
* feat: read register funtion
* feat: build fix
* feat: force exit on detach thread
* fix: CRITICAL fix on code gen on generating BEQ translation, I added a small yeld because goto could spin forever and monopolize guest execution
* feat: add scratchpad alias base and improve scratchpad address handling
* feat: added debug logging on GifArbiter for submit and drain operations
* feat: add interrupt and thread management syscall implementations
fix: change some IDs calls to match ps2sdk
* feat: added vif1 logs
* feat: added logs on gs gpu
feat: added performLocalToLocalTransfer to GS emulation path for TRXDIR = 2. (emulates the PS2 GS “copy this rectangle from one place in VRAM to another”)
* feat: added PSMT8 and refactor PSMT4
* feat: some identation on vu1
feat: added some logs on vu1
* feat: added GuestExecutionScope to temporarily stop owning guest execution, then restore it exactly as it was.
feat: added vsync wizardry
feat: added some regression test
* fix: fix gs logger
* feat: remove extra logs I think they will help no one
feat: move join all threads to prevent the app to get stuck on close, but now it random crash on closing
feat: one more small test on psmt4 to try fix ghosting on re code veronica
* feat: added a small case for exporter from ghidra for metal slug 3
* feat: added ugly code to pass on test
* feat: small fixes on code gen
* feat: added code gen test
* feat: rename IOP
* fix: fix special case on JR
feat: added code generator test
* feat: ps2 logs now need special macros
* feat: a lot of regressions test
feat: use test to fix bugs on runtime
fix: fix incorrect instructions on code generator
feat: added missing decode on r5900 decoder
feat: added scissor on rasterizer
* feat: better ghidra plugin analyzer
fix: fix real bug on function finding on elf analyzer
* feat: some logs on GS
feat: added more syscalls stubs
feat: added more ps2 stubs
* feat: added missing stub