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: 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
updateGsCsrFieldForVSync runs on the detached vsync worker and updated the
FIELD bit with a non-atomic read-modify-write of GSRegisters::csr while
guest threads concurrently read/write the same word (MMIO read32/read64 and
the W1C handling in write32/write64) and the GIF path sets SIGNAL/FINISH.
Even though the writers touch disjoint bits, a whole-word RMW loses the
other side's update: a clobbered SIGNAL/FINISH set hangs a game
synchronizing on GS completion, a clobbered W1C clear re-asserts a handled
interrupt, and a clobbered FIELD toggle stalls interlace field polling.
ThreadSanitizer flags the race on main (updateGsCsrFieldForVSync vs
PS2Memory::write64 and GS::writeRegister).
Make the field std::atomic<uint64_t> and perform every update as a single
atomic RMW:
- vsync FIELD toggle -> fetch_or / fetch_and
- MMIO W1C writes -> compare_exchange loop in shared helpers (a
load-then-store pair would still race); a 32-bit store to the CSR's upper
dword previously bypassed the W1C special case entirely and went through
the plain merge branch - both halves now share the same atomic helper
with unchanged guest-visible semantics
- GIF SIGNAL/FINISH -> fetch_or
- reads -> load()
std::atomic<uint64_t> is lock-free on all supported targets (static_assert
added), the struct's size/alignment asserts are unchanged, GSRegisters is
never copied by value, and default (seq_cst) ordering is used throughout -
these operations are rare (vblank ticks, GIF signals, CSR MMIO), so
reviewability wins over micro-optimization.
New regression test: two racer threads each own one status bit (SIGNAL /
FINISH) and loop 80k GIF-set + W1C-clear cycles verifying their own bit
after each half-op while the vsync worker toggles FIELD. Fails 20/20 runs
against the previous code, passes 50/50 with the fix, ~350ms runtime, no
sanitizer needed.
* 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.
* feat: invert codegen hight to low convertion
feat: added copy and GetEntryAddress
feat: handle truncated DMAC
* feat: always use address on analyzer now
* feat: correct pick syscalls ID
* feat: added deci2Call
* feat: added wip dbcmain IOP
* feat: added InitTLB
feat: added err logs on thread for debug sus crash
* fix: fix SetupHeap for strange cases
* feat: fix incorrect SetupHeap test(it use a wrong idea on how heap allocate memory)
* feat: added memalign and memalign_r
feat: added GetOsdConfigParam2 and SetOsdConfigParam2 but idk if was a good idea
* feat: added more memory stuff
* feat: back to library functions
* 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