Commit Graph

882 Commits

Author SHA1 Message Date
Valdis Bogdāns
0cd6248eee Ime fixes (#3731)
* Changes
-Added support for OrbisImeParamExtended (extended IME parameters) in ImeHandler, ImeState, and ImeUi
-Updated all relevant constructors and logic to propagate and store the extended parameter
- Now fully supports passing extended options from sceImeOpen to the IME UI and backend

* Potential CUSA00434 [Debug] <Critical> assert.cpp:30 assert_fail_debug_msg: Assertion Failed!
buf_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?" at C:/VS/shadPS4-ime-fixes/externals/dear_imgui/imgui_widgets.cpp:4601 fix

* Attempting to resolve an assertion failure in Diablo III:
- Adjusted buffer sizes
- Updated the calculation of text‑length values

* ime-lib another hotfix

Fixed incorrect param->title validation, which caused the IME dialog to fail to appear in Stardew Valley. Need to be checked.

* Clang fix

* FF9 ImeDialog Hotfix

* Removed the validation that disallowed null text and null placeholder, since using null values is valid in `ImeDialog`.
* Added additional debug logs to aid troubleshooting.

* IME Fixes
- Add missing flags to `OrbisImeExtOption`
- Improve debug logging
- Resolve nonstop `sceImeKeyboardOpen` calls in Stardew Valley (MonoGame engine) for `userId = 254`

* IME: guard null params for CUSA04909

- Add null checks in IME constructors to prevent crashes seen in CUSA04909.
- Leave a clear note about deferring keyboard event dispatch until guest-space translation is ready.

* Some improvements
- Added debug logs so every IME event and host callback (text/caret updates) shows what the guest sent back.
- Updated ImeState to respect the guest’s text-length limit, keep buffers in sync, and record caret/text changes without duplicates.
- Fixed shutdown by actually destroying the handler on close and letting sceImeUpdate exit quietly once the IME is gone.

* CLang

* IME: simplify handlers, add param checks, fix caret index

- Unify ImeHandler init; support optional OrbisImeParamExtended; drop userId from keyboard handler.
- Add basic null checks for work and inputTextBuffer; early error logging.
- Fixed incorrect caret position. Make caret and text area indices 1-based in ImeUi::InputTextCallback.
- Set default user_id to ORBIS_USER_SERVICE_USER_ID_INVALID in sceImeParamInit.
- Reduce noisy debug logs; promote key calls to LOG_INFO.
- Remove unused extended fields from ImeState; minor cleanups.

* IME: text/caret sync fixes; add Enter payload

- Sync UI input and work buffers on UpdateText
- Sync caret position on mouse click by emiting multiple UpdateCaret events for jumps (loop over delta)
- Add text payload to PressEnter (and Close); fixes IME in God Eater 2
- Queue initial Open event after open
- Fix UTF-8 → UTF-16 conversion bounds
- Add debug logs for all queued events

* CLang

* fixed accidental copy / paste replacement in text update event that broke text deletion.

* IME: Add code-point limited InputText and use in IME UI

- Add InputTextExLimited helper to cap Unicode code points and forward callbacks
- Switch IME input to InputTextExLimited with ime_param->maxTextLength and CallbackAlways

---------

Co-authored-by: w1naenator <valdis.bogdans@hotmail.com>
2025-10-13 13:38:44 +03:00
Stephen Miller
6b6294a750 Filesystem: Always log mode as an octal (#3729)
Mode is an octal, print it as one.
2025-10-11 20:22:35 -07:00
Alexandre Bouvier
999960a6e6 fix for fmt 12 (#3719) 2025-10-08 01:49:46 -07:00
kalaposfos13
6805baffb2 posix_pthread_mutex_destroy (#3720) 2025-10-08 01:44:17 -07:00
Stephen Miller
794d593a02 Fix alignment for mmap (#3716) 2025-10-07 16:22:21 -07:00
Stephen Miller
b34556702e NpAuth: Improved stubs (#3712)
* Some structs and function definitions

* Fill in remaining function definitions and structs

The original variants of GetIdToken and GetAuthorizationCode use an online id instead of user id.
The V3 functions use the same internal function, but with a different flag. Unless games show me something different, they likely use the same structs, and definitely use the same parameters.

* Some errors

* Minor formatting change

* Some more errors

* GetIdToken error cases

* Remaining error cases

Just need to tackle request-related logic now.

* Basic request handling

Seems to internally behave similarly to libSceNpManager, but the actual data stored in libSceNpAuth requests appears to be different, so I've kept everything separated.

* NpAuthRequest usage

Again, behavior mirrors libSceNpManager request behavior, though it appears to be a separate implementation.
The only time libSceNpAuth uses libSceNpManager is to actually send the requests, where the act of sending a request involves creating a completely separate NpManager request, using NpManager functions to retrieve the desired data, then deleting the underlying NpManager request. All of this would happen inside GetAuthorizationCode and GetIdToken.

* Oops

* Missing mutexes

* Default output variables to zero

Not sure what all games might check for here, but setting the outputs to zero is probably safe.
2025-10-05 17:31:21 -07:00
Stephen Miller
a0e7f7fb65 NpManager: Implement more request-related behavior (#3703)
* Implement sceNpCheckPlus

* Rework request storage

We'll need to store more data to "fake" async requests.

* sceNpAbortRequest

Pretty simple to add, so might as well.

* Formatting changes

* Async request logic

There's probably some things I'm getting wrong for cases where PSN is connected, but for reasons that should be pretty obvious, learning how that all works is a little more involved than the PSN disconnected results.

* Add missing error check

* Update np_manager.cpp

* Add a mutex to prevent concurrent reads/writes to g_requests

I imagine multi-threading is a lot more commonly used with the async functions, though I haven't tested enough to know.

* Update np_manager.h

* Move request creation to separate internal function

* Oops

Not sure how that got missed, but good thing I spotted it

* Oops
2025-10-05 17:25:46 -07:00
TheTurtle
8f37cfb739 amdgpu: Split liverpool registers and cleanup (#3707) 2025-10-05 13:42:40 -07:00
kalaposfos13
4fa435490c Add missing function exports for OpenOrbis (#3708)
* Add missing function exports for OpenOrbis

* copyright 2025

* review comment
2025-10-05 19:31:05 +03:00
Stephen Miller
11229c1dc0 Use correct trophy folder for games with multiple trophy lists (#3704)
Based on the games I've checked, it seems like the service label parameter of sceNpTrophyCreateContext is what determines the trophy list.
Since we're already storing the service label in our contexts, and we're already extracting all trophy lists, all that needs doing is using the service label to select the right trophy list.
2025-10-05 18:39:14 +03:00
Stephen Miller
455cd37aae Fix tess addr (#3706) 2025-10-05 18:23:42 +03:00
Stephen Miller
e7194af881 Core: Increase address space limits and rework Windows address space initialization. (#3697)
* SearchFree adjustments

* Robust address validation

I've adjusted IsValidAddress to take in a size, and check whether the whole range is contained in vma map.
If no size is provided, the function reverts to the old form of address validation instead.

* Map around gaps

As is, this should work mostly.
Only remaining issue is adding logic to pass the "mapped regions" to the guest vma map (and make such logic cross-platform).

* Initialize vma_map using gaps

This should allow memory code to catch any issues from address space gaps, and prevent non-fixed mappings from jumping to a location that isn't actually available.

* Clang

* Fix compile

* Clang

* Fix compile again

* Set system_managed_base and system_managed_size based on

Many places in our code use system_managed_base as the minimum mappable address, ensure this fact remains the same  on Windows to prevent potential bugs.

* Reduce address validation in SearchFree

Allows SearchFree to function when a certain Windows GPU driver goes and reserves the whole system managed area.

Since SearchFree is only called on flexible addresses, allowing this particular case, where addresses are in bounds, but there's not enough space to map, should be safe enough.

* Bump address space size further

To handle Madden NFL 16 (and any games like it)

* More thorough logging of available memory regions

Should help with spotting weirdness.

* Formatting fixes

* Clang

* Slight reduction of user space

Still large enough to handle EA's shenanigans, but small enough that Linux doesn't break.

* Assert on VirtualQuery failure

* Extra debugging information

* Further reduce user space

This will unfix most of EA's titles, but UFC will still work.
Older windows versions support the high addresses, but trying to actually use them causes significant performance issues.

* Extra debugging info

Just in case other testers still run into issues.

* Remove debug logging

* Revert user space increases

Technically this constant is still higher than before, but weird side effects of our old logic resulted in a max address somewhere around this in main.

* address_space: Support expanded virtual memory space on macOS.

Co-Authored-By: squidbus <175574877+squidbus@users.noreply.github.com>

* Move address space constants to address_space.cpp

This ensures that all code must use the calculated address space memory values instead of the constants, since the calculated values can differ based on the platform.

This does require slight modification to thread state and gnmdriver code, since both were already using these constants directly.

* Workaround Windows 10 limitations

If a Windows 10 device is detected, use a lower value for USER_MAX to prevent system-wide hangs in VirtualAlloc2 calls.

* Fix compile for Windows-Qt

* Move tessellation_factors_ring_addr initialization to sceGnmGetTheTessellationFactorRingBufferBaseAddress

* Set image base address on Windows

This seems to work fine on Windows 11, needs testing from Windows 10 due to the previously discussed bugs.

* Set Linux executable base to 0x700000000000

This allows Linux to map the full user space without any workarounds.

Co-Authored-By: Marcin Mikołajczyk <2052578+mikusp@users.noreply.github.com>

* Basic formatting changes

* Reduce USER_MAX on Linux

Seems like finding a reliable way to move shadPS4's position in memory is difficult, for now limit the user size so we aren't trying to overwrite ourselves.

* Move memory and address_space variables.

---------

Co-authored-by: squidbus <175574877+squidbus@users.noreply.github.com>
Co-authored-by: Marcin Mikołajczyk <2052578+mikusp@users.noreply.github.com>
2025-10-04 14:52:50 -07:00
kalaposfos13
5fedf9daea add missing pthread_condvar_signal export (#3701) 2025-10-04 12:09:03 +03:00
Valdis Bogdāns
8de385a4f1 IME: guard null params for CUSA04909 (#3680)
* Changes
-Added support for OrbisImeParamExtended (extended IME parameters) in ImeHandler, ImeState, and ImeUi
-Updated all relevant constructors and logic to propagate and store the extended parameter
- Now fully supports passing extended options from sceImeOpen to the IME UI and backend

* Potential CUSA00434 [Debug] <Critical> assert.cpp:30 assert_fail_debug_msg: Assertion Failed!
buf_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?" at C:/VS/shadPS4-ime-fixes/externals/dear_imgui/imgui_widgets.cpp:4601 fix

* Attempting to resolve an assertion failure in Diablo III:
- Adjusted buffer sizes
- Updated the calculation of text‑length values

* ime-lib another hotfix

Fixed incorrect param->title validation, which caused the IME dialog to fail to appear in Stardew Valley. Need to be checked.

* Clang fix

* FF9 ImeDialog Hotfix

* Removed the validation that disallowed null text and null placeholder, since using null values is valid in `ImeDialog`.
* Added additional debug logs to aid troubleshooting.

* IME Fixes
- Add missing flags to `OrbisImeExtOption`
- Improve debug logging
- Resolve nonstop `sceImeKeyboardOpen` calls in Stardew Valley (MonoGame engine) for `userId = 254`

* IME: guard null params for CUSA04909

- Add null checks in IME constructors to prevent crashes seen in CUSA04909.
- Leave a clear note about deferring keyboard event dispatch until guest-space translation is ready.

* Some improvements
- Added debug logs so every IME event and host callback (text/caret updates) shows what the guest sent back.
- Updated ImeState to respect the guest’s text-length limit, keep buffers in sync, and record caret/text changes without duplicates.
- Fixed shutdown by actually destroying the handler on close and letting sceImeUpdate exit quietly once the IME is gone.

* CLang

---------

Co-authored-by: w1naenator <valdis.bogdans@hotmail.com>
2025-10-02 10:25:58 +03:00
Vladislav Mikhalin
1020c3150f avplayer: remove maximum audio delay (#3692) 2025-10-01 22:26:28 +03:00
Stephen Miller
6fb64a8054 Kernel.Fs: Device file cleanup and /dev/rng implementation (#3682)
* Add RNG device

* rng device implementation

Tailored around libSceSsl2's usage, and based on fpPS4's implementation.

* Device file function types and log fixups

* Updated creates

Updates device file create functions to be the same as the directory file create functions.

* Fix compile

* Includes cleanup

Generally preferred to have full paths. Also removed some unused imports too.

* Fix buffer size

* Bring back cstdlib imports

Needed for Mac OS.
2025-10-01 12:20:58 -07:00
squidbus
6d0b179d24 videoout: Move HDR swapchain configuration to present thread. (#3690) 2025-10-01 12:20:43 -07:00
squidbus
68fca2552f audioout: Do not wait for data within timer. (#3689) 2025-10-01 12:20:35 -07:00
TheTurtle
a35c9f3586 Handle mixed samples attachments (V2) (#3667)
* video_core: Refactor render target bind to allow disabling MSAA

* video_core: Implement swapping of backing samples

* clang format

* video_core: Better implementation

Instead of downgrading to 1 sample, always try to match depth samples. This avoids needing to copy depth-stencil attachment and copying multisampled stencil is not possible on some vendors

* video_core: Small bugfixes

* image: Add null check

* vk_rasterizer: Swap backing samples on resolve dst

* vk_presenter: Reset backing samples before present

* video_core: Small refactor to make this implementation better

* reinterpret: Fix channel check for degamma

Seems this was simpler than I thought, hardware doesn't apply degamma on the W channel regardless of swizzle

* image: Add missing end rendering call

* blit_helper: Fix bug in old reinterpret path

* blit_helper: Remove unused layer vertex

Should be used in the future if copying many layers is needed

* vk_rasterizer: Apply suggestion

* vk_rasterizer: More bind refactor

* vk_instance: Re-enable extensions
2025-09-29 16:27:39 +03:00
Stephen Miller
6c5a84dc99 Core: Handle various edge cases related to executable permissions. (#3660)
* Fix flag handling on Windows

Fixes a weird homebrew kalaposfos made

* Fix backing protects

Windows requires that protections on areas committed through MapViewOfFile functions are less than the original mapping.
The best way to make sure everything works is to VirtualProtect the code area with the requested protection instead of applying prot directly.

* Fix error code for sceKernelMapDirectMemory2

Real hardware returns EINVAL instead of EACCES here

* Fix prot setting in ProtectBytes

* Handle some extra protection-related edge cases.

Real hardware treats read and write as separate perms, but appends read if you call with write-only (this is visible in VirtualQuery calls)

Additionally, execute permissions are ignored when protecting dmem mappings.

* Properly handle exec permission behavior for memory pools

Calling sceKernelMemoryPoolCommit with executable permissions returns EINVAL, mprotect on pooled mappings ignores the exec protection.

* Clang

* Allow execution protection for direct memory

Further hardware tests show that the dmem area is actually executable, this permission is just hidden from the end user.

* Clang

* More descriptive assert message

* Align address and size in mmap

Like most POSIX functions, mmap aligns address down to the nearest page boundary, and aligns address up to the nearest page boundary.
Since mmap is the only memory mapping function that doesn't error early on misaligned length or size, handle the alignment in the libkernel code.

* Clang

* Fix valid flags

After changing the value, games that specify just CpuWrite would hit the error return.

* Fix prot conversion functions

The True(bool) function returns true whenever value is greater than 0. While this rarely manifested before because of our wrongly defined CpuReadWrite prot, it's now causing trouble with the corrected values.
Technically this could've also caused trouble with games mapping GpuRead permissions, but that seems to be a rare enough use case that I guess it never happened?

I've also added a warning for the case where `write & !read`, since we don't properly handle write-only permissions, and I'm not entirely sure what it would take to deal with that.

* Fix some lingering dmem issues

ReleaseDirectMemory was always unmapping with the size parameter, which could cause it to unmap too much. Since multiple mappings can reference the same dmem area, I've calculated how much of each VMA we're supposed to unmap.
Additionally, I've adjusted the logic for carving out the free dmem area to properly work if ReleaseDirectMemory is called over multiple dmem areas.

Finally, I've patched a bug with my code in UnmapMemory.
2025-09-28 11:36:12 +03:00
Marcin Mikołajczyk
937d50cb00 np: stub sceNpSnsFacebookDialogUpdateStatus (#3661) 2025-09-26 19:19:41 -07:00
Stephen Miller
528a060709 Core: Memory code cleanup and further direct memory fixes (#3655)
* Remove mapped dmem type

Since physical addresses can be mapped multiple times, tracking mapped pages is not necessary.
This also allows me to significantly simplify the MapMemory physical address validation logic.

* Proper implementation for sceKernelMtypeprotect

I've rewritten SetDirectMemoryType to use virtual addresses instead of physical addresses, allowing it to be used in sceKernelMtypeprotect.

To accommodate this change, I've also moved address and size alignment out of MemoryManager::Protect

* Apply memory type in sceKernelMemoryPoolCommit

* Organization

Some potentially important missing mutexes, removed some unnecessary mutexes, moved some mutexes after early error returns, and updated copyright dates

* Iterator logic cleanup

Missing end check in ClampRangeSize, and adjusted VirtualQuery and DirectMemoryQuery.

* Clang

* Adjustments

* Properly account for behavior differences in MapDirectMemory2

Undid the changes to direct memory areas, added more robust logic for changing dma types, and fixed DirectMemoryQuery to return hardware-accurate direct memory information in cases where dmas split here, but not on real hardware.

I've also changed MapMemory's is_exec flag to a validate_dmem flag, used to handle alternate behavior in MapDirectMemory2. is_exec is now determined by the use of MemoryProt::CpuExec instead.

* Clang

* Add execute permissions to physical backing

Needed for executable mappings to work properly on Windows, fixes regression in RE2 with prior commit.

* Minor variable cleanup

* Update memory.h

* Prohibit direct memory mappings with exec protections

Did a quick hardware test to confirm, only seems to be prohibited for dmem mappings though.

* Update memory.cpp
2025-09-26 02:28:32 -07:00
georgemoralis
6e27842562 Trophy fixes IXXXX (#3653)
* fixing missing trophy files extraction

* implemented sceNpTrophyGetGameIcon

* adjustments

* improvements

* argg

* added assert

* done

* fixed compiling
2025-09-26 00:00:12 -07:00
Vinicius Rangel
71f343d2d6 Impl sceSystemServiceLoadExec (#3647)
* Add support for restarting the emulator with new configurations

- Implement `Restart` function in `Emulator` to enable process relaunch with updated parameters.
- Modify `sceSystemServiceLoadExec` to use the restart functionality.

* Add logging for emulator restart and system service load execution

* Add IPC emulator PID output command

Impl `PID` output command to return the emulator process ID
- required for launches supporting emulator restart

* Add log file append mode support (used after restarting to keep the same log file)

* Keep game root between restarts

* add --wait-for-debugger option flag

* add --wait-for-pid flag

used for sync between parent & child process during restart

* impl restart via ipc

* fix override game root

* add qt flags to allow restart
2025-09-25 23:01:52 -03:00
Marcin Mikołajczyk
a6f5e4c7dc net: silence some epoll logs (#3654) 2025-09-25 12:41:31 -07:00
Stephen Miller
eeee6ad0ee Memory: Implement sceKernelMemoryPoolGetBlockStats (#3646)
* Implement sceKernelMemoryPoolGetBlockStats

Not entirely sure on the logic behind the cached blocks work, but flushed blocks seems to just be based on committed direct memory.

* Fix comment
2025-09-24 02:40:26 -07:00
Vladislav Mikhalin
1eead6a5ee avplayer: fix play request state handling (#3644) 2025-09-23 21:17:48 +03:00
Stephen Miller
419ea140ab Core: physical backing for flexible and pooled memory allocations (#3639)
* Fix isDevKit

Previously, isDevKit could increase the physical memory used above the length we reserve in the backing file.

* Physical backing for flexible allocations

I took the simple approach here, creating a separate map for flexible allocations and pretty much just copying over the logic used in the direct memory map.

* Various fixups

* Fix mistake #1

* Assert + clang

* Fix 2

* Clang

* Fix CanMergeWith

Validate physical base for flexible mappings

* Clang

* Physical backing for pooled memory

* Allow VMA splitting in NameVirtualRange

This should be safe, since with the changes in this PR, the only issues that come from discrepancies between address space and vma_map are issues related to vmas being larger than address space mappings. NameVirtualRange will only ever shrink VMAs by naming part of one.

* Fix

* Fix NameVirtualRange

* Revert NameVirtualRange changes

Seems like it doesn't play nice for Windows

* Clean up isDevKit logic

We already log both isNeo and isDevKit in Emulator::Run, so the additional logging in MemoryManager::SetupMemoryRegions isn't really necessary.

I've also added a separate constant for non-pro devkit memory, as suggested.

Finally I've changed a couple constants to use the ORBIS prefix we generally follow here, instead of the SCE prefix.

* Erase flexible memory contents from physical memory on unmap

Flexible memory should not be preserved on unmap, so erase flexible contents from the physical backing when unmapping.

* Expand flexible memory map

Some games will end up fragmenting the physical backing space used for flexible memory. To reduce the frequency of this happening under normal circumstances, allocate the entirety of the remaining physical backing to the flexible memory map.

This is effectively a workaround to the problem, but at the moment I think this should suffice.

* Clang
2025-09-23 17:24:37 +03:00
Marcin Mikołajczyk
976d12f4e6 Epolls are file descriptors (#3622)
* net: Register epolls in file descriptor table

* fstat: stub epoll, resolver

* Fake async hostname resolution

* net: epoll fixes

* epoll: actually close the file descriptor
2025-09-22 22:57:51 +03:00
Vladislav Mikhalin
50a3081084 ajm: handle ParseRiffHeader flag (#3618)
* ajm: handle ParseRiffheader flag

* small optimizations and cleanup

* allow uninitialized instances handle RIFF

* fixed audio cutoff and small refactoring

* small fix to the returned data

* fix gapless init, reset total samples on RIFF init

* warning reporting + consume input buffer on gapless loop
2025-09-22 18:50:57 +03:00
Vladislav Mikhalin
525d24a7fc avplayer: do not start the video multiple times (#3638) 2025-09-21 16:03:24 +03:00
Vladislav Mikhalin
2b1c0b4f82 avplayer: implemented AddSourceEx, SetAvSyncMode, Pause and Resume (#2456)
* avplayer: code improvements

* avplayer: implemented pause/resume

* avplayer: implemented sync modes

* avplayer: issue warning on loopback

* avplayer: sync on video ts in default mode when audio ts is not available

* avplayer: removed waits for the frame in Get*Data, replaced cv with sleep

* avplayer: removed all waits from GetVideoData

* avplayer: fix warning propagation + small fixes

* Using texture memory for video frames, dropped video frame cache, syncing audio to video

* do not sync to audio when audio is not enabled

* removed logs, fixed sync

* reverted the removal of pre-allocated buffers
2025-09-20 19:27:16 +03:00
squidbus
be80276ec3 Fix Pthread memset warning and add comment. (#3625) 2025-09-19 02:17:30 -07:00
Marcin Mikołajczyk
7bd3eb485f Epoll (#3476)
* Epoll

* Change companion util stub to return NO_EVENT

* Revert "Change companion util stub to return NO_EVENT"

This reverts commit 8dd9913cda39b641cd3b65925e1f31fa713e8a24.

* added wepoll

* shallow..

* dist branch

* updated wepoll

* compiles on windows

---------

Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
2025-09-18 11:53:04 +03:00
nickci2002
0d09c32df9 Ds4 Speaker Audio Rebase Fix (#3607)
* Logic update, no QT ui

* Fixing errors

* Gui boxes

* fixes

* prevent device list refreshing too fast when game not running

* Removed duplicate Socket declarations in kernel/file_system.cpp and fs.h

* Fixed clang-format and micDevice errors

* Ran clang-format and fixed rebase compiler issues

* Settings dialog fix

* Addressed squidbus' concerns

* Update config.cpp to adhere to clang-format

* Removed a space causing clang-format to complain

* Addressed squidbus' concerns and added fallbacks

Concerns:
- Changed dev_name construct to remove unnecessary cast
- Added an invalid AudioDeviceID macro to replace magic number

---------

Co-authored-by: rainmakerv2 <30595646+rainmakerv3@users.noreply.github.com>
2025-09-18 08:28:12 +03:00
Gabriel
7101caa80b Fix: Extend strlcpy implementation to Linux builds (#3616)
* Fix: Add libbsd dependency for Linux builds

Adds conditional libbsd support to resolve strlcpy undefined reference
on Linux systems. Includes proper CMake detection and header includes.

* Fix: Use internal strlcpy implementation for Linux

- Extend existing Windows strlcpy implementation to Linux
- Remove libbsd dependency from CMakeLists.txt
- Resolves undefined reference to strlcpy on glibc systems

Uses the project's existing approach instead of adding external dependencies.
2025-09-17 20:45:28 -07:00
Marcin Mikołajczyk
6ab7aa3b18 Open a dummy audio input device if none is present in the system (#3514) 2025-09-17 12:50:47 -07:00
squidbus
fb090dc90f kernel: More thread code clean-up. (#3599) 2025-09-14 02:22:13 -07:00
squidbus
21a1888857 build: Fix a couple more warnings. (#3598) 2025-09-13 15:33:42 -07:00
squidbus
321fa34892 kernel: Improvements to condvars. (#3592) 2025-09-13 08:41:26 -07:00
kalaposfos13
f3e344dfcf Add missing ioctl export (#3579) 2025-09-12 00:44:02 -07:00
Missake212
b132739014 sceVideoOutSetWindowModeMargins Stub (#3578) 2025-09-11 21:08:38 -07:00
Stephen Miller
99d0f85739 libkernel: Reduce log spam (#3569)
* Fix address formatting for invalid address asserts

* Reduce event flag message to trace

This log effectively contributes nothing to debugging.

* Remove excess logging in sceKernelBatchMap

Every one of these opcodes will just log from their individual function calls anyway, and if there were issues with batch map logic, we would've known for a while now.

* Log error return during sceKernelBatchMap

May help with debugging some unstable UE games?
2025-09-10 17:38:56 -07:00
zf06gaius
2c4f573d3a Simple implementation of sceGnmUnmapComputeQueue in gnmdriver (#3565) 2025-09-10 11:03:49 -07:00
kalaposfos13
4abc6b3010 Implement getargc and getargv (#3562)
* Implement getargc and getargv

* update copyright year

* the loathsome clang-formatter
2025-09-09 14:58:22 -07:00
squidbus
ac318b56ac equeue: Few fixes for sceKernelWaitEqueue (#3548) 2025-09-08 19:47:12 -07:00
Stephen Miller
f4531fd927 Core: Remove checks for symbol version_major and version_minor (#3540)
* Remove checks for module version_major and version_minor

Following this rule broke linking for some libraries, and introduced extra effort needed to get some homebrew running.

* Clang

* Fix rebase

* Disable libSceSsl HLE

Real hardware uses a title workaround to determine if base libSceSsl is needed. Currently, this title workaround applies to absolutely nothing.
2025-09-08 19:30:03 -07:00
squidbus
ce6681b991 externals: Update libusb to fix more ABI issues. (#3551) 2025-09-07 14:39:16 -07:00
Stephen Miller
b5d8426db7 Libraries: Implement sceKernelIsInSandbox, update OrbisSysModule enum (#3546)
* Implement sceKernelIsInSandbox

libSceSysmodule uses this to determine if it should use sceKernelGetFsSandboxRandomWord or just hardcode "system" for retrieving modules.
Also changes some function types to use our types.

* Update OrbisSysModule enum

Adds missing values based on library testing.

* Clang
2025-09-07 13:11:15 -07:00
georgemoralis
d34ae8ce08 Net Fixes (#3468)
* Fix handling of ORBIS_NET_SO_ONESBCAST to support proper broadcast address translation on send.
    Fix setsockopt for SO_(RCV/SND)TIMEO on Windows/Linux.

* fixed suggestion

* fixes
2025-09-07 18:02:02 +03:00