Commit Graph

974 Commits

Author SHA1 Message Date
georgemoralis
f73647c814
Merge branch 'main' into m4aac 2025-05-13 19:21:50 +03:00
georgemoralis
e6a144ddb0
[Libs] sceNet IV (#2867)
* dummy returns in p2p sockets

* added logging for sceNetSetsockopt

* possible fix for ORBIS_NET_SO_LINGER set

* logging for getsockoption as well

* disable kernel getsockname (seems to create issues with cyberpunk)

* some fixes with SetSocketOptions

* arggg

* posix_getsockname try

* mutex protection

* removed duplicated include (diegolix29)

* posix_getsockname appears to have issues in cyberpunk , comment it for now
2025-05-13 08:54:38 +03:00
squidbus
3a10fda008 kernel: Simplify sceKernelUuidCreate 2025-05-12 22:15:04 -07:00
Roman
2a3a701115
kernel: macos/linux Implement sceKernelUuidCreate (#2923)
* kernel: macos/linux Implement sceKernelUuidCreate

* Fix clang-format

* Fix Linux build

* Fix Linux build (2)

---------

Co-authored-by: squidbus <175574877+squidbus@users.noreply.github.com>
2025-05-12 22:10:33 -07:00
Marcin Mikołajczyk
3a3a6d8e45
Mprotect only over whole pages (#2918)
* Mprotect only over whole pages

* Fix aligned_size error and clang-format.

---------

Co-authored-by: squidbus <175574877+squidbus@users.noreply.github.com>
2025-05-12 16:55:19 -07:00
Vinicius Rangel
5ab5fa7024
hotfix: replace memset declaration by cstring include
fixes the Arch package build (https://aur.archlinux.org/packages/shadps4-git#comment-1023984)
2025-05-12 18:35:04 -03:00
squidbus
f94c7e52b7
kernel: Implement scePthreadGetaffinity (#2916) 2025-05-12 10:46:53 -07:00
georgemoralis
a63b33492f
Merge branch 'main' into m4aac 2025-05-12 13:06:14 +03:00
squidbus
678f18ddb9
core: Introduce host call wrapper. (#2913) 2025-05-11 20:27:54 -07:00
Stephen Miller
6206986914
libkernel: Implement sceKernelMemoryPoolBatch (#2909)
* Implement sceKernelMemoryPoolBatch

I've tested Commit and Decommit on real hardware, haven't tested Protect or TypeProtect yet.

Implementation is primarily based on our sceKernelBatchMap implementation.

* Clang
2025-05-11 19:51:03 -07:00
squidbus
3a090e988c
kernel: Clean up and fix some mistakes. (#2907) 2025-05-11 14:22:17 -07:00
georgemoralis
ff1339b0b6
[Libs] Camera (#2902)
* stubbed camera lib

* function definations

* added error codes
2025-05-11 19:03:55 +03:00
Stephen Miller
afcf3a12a3
Core: Pooled Memory Fixes (#2895)
* Update sceKernelMemoryPoolExpand

Hardware tests show that this function is basically the same as sceKernelAllocateDirectMemory, with some minor differences.
Update the memory searching code to match my updated AllocateDirectMemory code, with appropriate error conditions.

* Update MemoryPoolReserve

Only difference between real hw and our code is behavior with addr = 0.

* Don't coalesce PoolReserved areas.

Real hardware doesn't coalesce them.

* Update PoolCommit

Plenty of edge case behaviors to handle here.
Addresses are treated as fixed, EINVAL is returned for bad mappings, name should be preserved from PoolReserving, committed areas should coalesce, reserved areas get their phys_base updated

* Formatting

* Adjust fixed PoolReserve path

Hardware tests suggest this will overwrite all VMAs in the range. Run UnmapMemoryImpl on the full area, then reserve. Same logic applies to normal reservations too.

Also adjusts logic of the non-fixed path to more closely align with hardware observations.

* Remove phys_base modifications

This can be handled later. Doing the logic properly would likely take work in MergeAdjacent, and would probably need to be applied to normal dmem mappings too.

* Use VMAHandle.Contains()

Why do extra math when we have a function specifically for this?

* Update memory.cpp

* Remove unnecessary code

Since I've removed those two asserts, these two lines of code effectively do nothing.

* Clang

* Fix names

* Fix PoolDecommit

Should fix the address space regressions in UE titles on Windows.

* Fix error log

Should make the cause of this clearer?

* Clang

* Oops

* Remove coalesce on PoolCommit

Windows makes this more difficult.

* Track pool budgets

If you try to commit more pooled memory than is allocated, PoolCommit returns ENOMEM.
Also fixes error conditions for PoolDecommit, that should return EINVAL if given an address that isn't part of the pool.

Note: Seems like the pool budget can't hit zero? I used a <= comparison based on hardware tests, otherwise we're able to make more mappings than real hardware can.
2025-05-11 02:59:14 -07:00
Stephen Miller
6ece91c763
sceKernelVirtualQuery Fixes VI (#2904)
* Reduce bitfield size

Linux compilers automatically convert this, Windows not so much.

* Static assert for VirtualQueryInfo struct size

Since compilers can be weird, having a static assert for this will be helpful.
Granted, this probably wont need changing after this PR.
2025-05-10 20:02:00 -07:00
georgemoralis
7eea1fc4d6
log error for videodec ,videodec2 (#2900) 2025-05-10 23:29:23 +03:00
georgemoralis
a88dde3ed7
Merge branch 'main' into m4aac 2025-05-10 09:45:14 +03:00
Stephen Miller
6477dc4f1e
Core: Memory Fixes (#2872)
* Fix VirtualQuery behavior on low addresses.

* Fix VirtualQuery struct

Somewhere in our BitField and array use, the size of our VirtualQuery struct became larger than the struct used on real hardware.
Fixing this fixes some data corruption visible in the name parameter during my tests.

* Default name to anon

On real hardware, nameless mappings are given the name "anon:address" where address appears to be the address that made the memory call.
For simplicity sake, I'll stick to the name "anon" for now.

* Place an upper bound on returns from SearchFree

Right now, this upper bound is set based on the limitations of our GPU buffer cache and page table.
Someone with more experience in that area of code should probably fix that at some point.

* More anons

* Clang

* Fix name in sceKernelMapNamedDirectMemory

* strncpy instead of strcpy

Hardcoded the constant size for now, I need to review how real hardware behaves here to determine if anything else is necessary for this to be accurate.

* Fix name behavior

All memory naming functions restrict the name size to a 31 character limit, and return `ORBIS_KERNEL_ERROR_ENAMETOOLONG` if that limit is exceeded.
Since this value is constant for all functions involving names, I've defined it as a constant in kernel's memory.h, and used that in place of any hardcoded 32 character limits.

* Error logging

Hopefully this helps in catching the UFC regression?

* Increase address space upper bound

Probably needs heavy testing, especially on Mac/Windows.
This increases the address space, as needed to accommodate strange memory behaviors seen in UFC.

* VirtualQuery fix

Due to limitations of certain platforms, we initialize our vma_map with 3 separate free mappings.
As such, we need to use a while loop here to accurately query mappings with high addresses

* Fix mappings to high addresses

The PS4's GPU can only handle 40bit addresses. Our texture cache and buffer cache were designed around these limits, and mapping to higher addresses would cause segmentation faults and access violations.
To fix these crashes, only map to the GPU if the mapping is fully contained within the address space the GPU should access.
I'm open to suggestions on how to make this cleaner

* Revert "Increase address space upper bound"

This reverts commit 3d50eeeebb.

* Revert VirtualQuery while loop

Windows wasn't happy with this, again.
Will try to debug and properly fix this when I have a good chance.

* Fix asserts

FindVMA, due to the way it's programmed, never actually returns vma_map.end(), the furthest it ever returns is the last valid memory area. All those asserts we involving vma_map.end() never actually trigger due to this.
This commit removes redundant asserts, adds messages to asserts that were lacking them, and fixes all asserts designed to detect out of bounds memory accesses so they actually trigger.
I've also fixed some potential memory safety issues.

* Proper error behavior in QueryProtection

Might as well handle this properly while I'm here.

* Clang

* More information about ReserveVirtualRange results

Should help debug issues like the one in The Order: 1886 (CUSA00076)

* Fix assert message

* Update assert message

Extra space

* Fix my bug

Oh hey, finally something that's my fault.

* Fix rasterizer unmaps

Should use adjusted_size here, otherwise we could unmap too much.
Thanks to diegolix29 for spotting this.

* Fix edge case in MapMemory

Code comments explain everything.
This should fix some memory asserts.

* Fix fix

Avoid running the code path if it's unnecessary, since there are many additional edge cases to handle when the VMA map is small.

* Fix fix fix

Should prevent infinite loops, haven't tested properly yet though.

* Split logging for inputs and out_addr in ReserveVirtualRange

Addresses review comments.
2025-05-09 12:33:04 -07:00
squidbus
a1439b15cf
gnm: Implement sceGnmDrawIndexIndirectMulti (#2889) 2025-05-09 10:04:37 -07:00
kalaposfos13
8e7c5a4d99
Remove deprecated include (#2893) 2025-05-09 08:33:32 -07:00
mailwl
46b88bd10f
[Libs] Stubs sceSigninDialog (#2890)
* [Libs] Stubs SigninDialog

* clang-format

* clang-format again

* remove magic constant

* log dialog finished status
2025-05-09 11:08:22 +03:00
Paris Oplopoios
58df609ba0
Optimize games that hit unpatchable EXTRQ/INSERTQ (#2888)
* Make signal handler faster

* I love clang-format

* Use faster decoding

* MacOS CI
2025-05-08 19:59:12 +03:00
Vinicius Rangel
3b7c36e1ba
Clear stack before executing guest code (#2877)
* Clear stack before executing guest code

* clang, don't optimize me 🚨

avoid ClearStack function being optimized in release builds
2025-05-07 15:20:55 -07:00
Fire Cube
1aa7eb8a42
add scePthreadSetaffinity and emulate affinity (#2885)
* add implementation

* fix preprocessor

* fixes squidbus's comments

* fix clang

* comment became fucked up?

* fix removed return
2025-05-07 14:50:16 -07:00
Stephen Miller
fed064931a
Core: Fix module load addresses (#2879)
* Fix module map addresses

Most modules are mapped starting at 0x800000000, with no gaps between mappings.

* Hardcode hardware accurate base address

Looking at our address space, all platforms will have this base address mapped, so there shouldn't be any problem in using it.

* Clang

* Swap module mapping to NoFlags, remove offset code

Since real hardware has no gap between module mappings, the Fixed flag is just an annoyance to work around, and has no impact on the actual mappings.
Swapping the module mappings to use flags NoFlags instead simplifies our code slightly.

* Fix module mapping names

On real hardware, the file extension is part of the mapping name. Easiest way to manage this is to swap the name to be `file.filename().string()` instead of `file.stem().string()`

* Fix patches

Completely missed this, whoops.
2025-05-05 03:24:08 -07:00
Vinicius Rangel
d542d952f4
Savefixes VIII (#2851)
* savedata dialog: fix SaveDialogUi move semantics

fix possible dangling points

* savedata dialog: removed unnecessary firmware version checks
2025-05-03 12:51:10 -03:00
Stephen Miller
0ba9ea6a3b
Only perform early read-write open when truncating is needed (#2874)
Should stop some fs error spam when games open files from /app0, as this open call would fail from reduced permissions.
2025-05-02 11:22:05 -07:00
Stephen Miller
6c39bf229c
libkernel: Various filesystem fixes (#2868)
* Proper handling of whence 3 & 4

* Accurate directory handling in open

Directories can be opened, and can be created in open, these changes should handle that more accurately.

* Mount /app0 as read only

On real hardware, it's read only.

* Proper directory flag handling.

Even when directory is specified, it will still succeed to open non-directories.

* Check for read only directories

* Earlier ro check in posix_rmdir

Hardware tests suggest these checks are in a different order

* Clear temp folder on boot

My tests rely on this, and some games do too.
Two birds with one stone

* Clang

* Add missing DeleteHandle calls

Whoops

* Final flags adjustment in sceKernelOpen

All my current tests are now hardware accurate.

* Fix truncates

Host ftruncate consistently fails on EINVAL, I'll need to test if this issue affected Windows too.

* Windows hacks

Windows is more limiting about how folders are opened and things like that. For now, pretend these calls didn't error.
Also fixes compilation for Windows

* Final touch-ups

After expanding my test suite further, I found a couple more edge cases that needed addressing.
Bloodborne audio is still broken, I'll look into that soon.

* Remove hacky read-only behavior in posix_stat

Bloodborne apparently uses the mode parameter here when querying it's audio files, and the mode we returned led to it disabling audio entirely.

* Clang

* Cleaner code

* Combine fsync and sync flags

According to FreeBSD docs, the "sync" flag is synonymous with the fsync flag, and is only included to meet the POSIX spec.

* Log if any currently unhandled flags are encountered.

These are rare and probably not too important, but log a warning when they're seen.

* Update file_system.cpp

* Update file_system.cpp

* Clang

* Revert truncate fix

Using ftruncate works fine after moving the call to before the proper file opening code.

* Truncate before open

Open the file as read-write, then try truncating.
This fixes read | truncate flag behavior on Windows.

* Slightly adjust check for invalid flags

Any open call with invalid flags should return EINVAL, regardless of other errors parameters might cause.
2025-05-01 14:47:43 +03:00
squidbus
4202d9d621 fix: Add missing ctime includes. 2025-04-30 23:37:37 -07:00
georgemoralis
5ae448d7ff
Merge branch 'main' into m4aac 2025-04-30 18:57:41 +03:00
georgemoralis
bb59cd81fa
[Libs] sceNet (#2815)
* implemented sceNetGetMacAddress

* added all error codes

* added ORBIS_NET_CTL_INFO_DEVICE , ORBIS_NET_CTL_INFO_MTU

* RE sceNetConnect

* sceNetBind RE

* RE sceNetAccept

* RE sceNetGetpeername ,sceNetGetsockname

* fixup

* RE sceNetListen ,sceNetSetsockopt

* sceNetShutdown,sceNetSocket,sceNetSocketAbort,sceNetSocketClose

* sceSend,sceSendTo,sceSendMsg

* sceNetRecv,sceNetRecvFrom,sceNetRecvMsg RE

* some kernel net calls

* init winsock2

* logging

* sockets interface

* added winsock to SCE* error codes conversion

* implemented net basic calls

* some net calls implementation

* clang fixes

* fixes for linux+macOS

* more fix

* added sys_accept implementation

* more posix net calls

* implemented sys_getsockname

* fixed redirection

* fixed posix socket?

* posix_sendto , recvfrom

* added sys_socketclose

* unsigned error log

* added setsocketoptions

* added more posix net calls

* implement getsocketOptions

* stubbed p2p calls
2025-04-30 17:58:39 +03:00
georgemoralis
9701e263aa
Merge branch 'main' into m4aac 2025-04-30 12:43:40 +03:00
Marcin Mikołajczyk
fa9f58446f
Implement sceKernelPwritev (#2865) 2025-04-30 02:09:40 -07:00
georgemoralis
cebd363a86
Merge branch 'main' into m4aac 2025-04-28 13:10:55 +03:00
Valdis Bogdāns
254375ef0c
Update ime_dialog.h (#2853)
Fix the incorrect ORBIS_IME_DIALOG_MAX_TEXT_LENGTH; a larger value is required for at least the game Undertale
2025-04-27 20:57:20 +03:00
Vinicius Rangel
cef795b80b
devtools: persist fsr configs (#2852)
Saves FSR config to imgui.ini so it won't reset every startup
2025-04-27 13:32:29 -03:00
georgemoralis
2dd1e324f8
Merge branch 'main' into m4aac 2025-04-27 09:52:10 +03:00
Stephen Miller
410313ca87
Implement sceKernelGetModuleInfo, sceKernelGetModuleInfoInternal, and sceKernelGetModuleList (#2850)
* Fix GetModule exception

Simple mistake

* Prevent OOB writes in add_segment

Due to mistakes in our linker logic, OpenOrbis' libSceFios2 causes OOB writes here.
While the ideal solution would be to fix the erroneous behavior, the best I'm capable of right now is just preventing the OOB writes.

* Implement sceKernelGetModuleInfo, sceKernelGetModuleInfoInternal, sceKernelGetModuleList

These are implemented based on hardware observations and a homebrew sample made by red_prig. I've yet to test what error cases can show up.

* Clang

* Accurate error returns

If there are more modules than provided space, then return kernel ENOMEM.
If either handles or out_count are null, return kernel EFAULT.

* Accurate error checks in ModuleInfo functions

* Clang
2025-04-27 09:32:01 +03:00
Stephen Miller
c09fff2da6
VideoOut event cleanup (#2849)
* Readable VideoOutEvent data packing

Inspired by the work of former shadPS4 devs and mostly based on red_prig's current code.

* Apply DceData struct to sceVideoOutGetEventCount

Makes the code easier to read

* Update equeue.h

* Update main.cpp

* Update equeue.h

* Proper struct names

* Fix hint mask

Thanks to red_prig for catching my mistake here.

* Clang

* Fix header discrepancy
2025-04-27 09:04:17 +03:00
georgemoralis
a56607ae1d
Merge branch 'main' into m4aac 2025-04-25 09:22:02 +03:00
Dmugetsu
d370ea32f4
Sysmodules (#2826)
* Some sysmodules inconsistencies fixed. Based on Visual studio flags if they are irrelevant lmk

* Suggestions - info passed to sceKernelGetModuleInfoForUnwind and if name field matches it gets zeroed

* Final suggestions

* reverting OrbisModuleInfoForUnwind and modifing header.
2025-04-24 14:46:22 -07:00
kalaposfos13
c01590175a
Implement sceImeDialogGetPanelSize (#2839)
* Implement sceImeDialogGetPanelSize

* Fix header

* Clang

* Adjust values that are different from Ime

* Add original sizes as comments

* clang

* At this point half of the PR is from squidbus, and I'm just typing out what they say

---------

Co-authored-by: squidbus <175574877+squidbus@users.noreply.github.com>
2025-04-24 13:13:44 -07:00
Stephen Miller
a12d447bd6
sceKernelAllocateDirectMemory hotfixes (#2838)
* Update memory.cpp

* Clean logic

FindDmemArea guarantees that the first dmem area we check contains search_start. Any dmem areas beyond the first one will be entirely past search_start, so checking against it in the loop is unnecessary.
2025-04-24 12:21:14 -07:00
georgemoralis
ea97e78115
Merge branch 'main' into m4aac 2025-04-23 15:05:36 +03:00
Stephen Miller
5be726ca3b
Revert libSceGnmDriver initialization emulation (#2816)
Under normal circumstances, this mapping should only occur when libSceGnmDriver initializes. From what I can tell, this can be after game code starts running. Until there's a better way to accurately handle this, allocating this memory breaks some games.
This revert fixes the regression in games using the GFD engine.
2025-04-20 18:26:52 +03:00
georgemoralis
7ee2ddbd43
Merge branch 'main' into m4aac 2025-04-18 23:58:23 +03:00
kalaposfos13
81ada41baa
NpAuth library stub (#2808)
* Add the NpAuth library

* clang

* you didn't see anything

* Add some random return to make games at least start using this library

* i'm once again asking for your continued ignorance of what i'm forgetting to not push

* debug logging

* apparently just this is still enough

* this isn't used but it still shouldn't be incorrect
2025-04-18 23:42:17 +03:00
Stephen Miller
0feb2e7211
Emulate memory behavior of libSceGnmDriver initialization (#2807)
* Emulate memory behavior of libSceGnmDriver _DT_INIT

Due to the unique way some games check for sceKernelAllocateDirectMemory failures, emulating this properly is necessary.

* Clang

* Fix address input for direct memory call

* Fix bug with DirectQueryAvailable

Missed this in my prior PR.

* DirectQueryAvailable fix

Fixes error cases to be more hardware accurate.
2025-04-18 23:41:33 +03:00
georgemoralis
4d72b58761
Merge branch 'main' into m4aac 2025-04-18 11:08:12 +03:00
Stephen Miller
20b11f2d63
libkernel: Fix sceKernelAllocateDirectMemory and sceKernelAvailableDirectMemorySize (#2803)
* AllocateDirectMemory fixes

search_start and search_end were ignored in certain cases, this fixes that issue.
I've also basically rewritten the function in the process, since the lack of documentation made it difficult to make the proper adjustments.

* DirectQueryAvailable fixes

remaining_size was calculated incorrectly in cases where a free dmem_area had a base earlier than search_start, or an end after search_end.

* Reduce sceKernelGetDirectMemorySize log severity

By this point, we've confirmed that sceKernelGetDirectMemorySize is hardware-accurate. There's no reason to clog logs with this function, which games usually call before every sceKernelAllocateDirectMemory call.

* Clang

* Fix phys_addr_out

phys_addr_out should be equal to search_start in cases where search_start is greater than the dmem_area base.

* Dividing by zero is fun

Need to check for alignment when aligning things.

* Update memory.cpp

* Clang
2025-04-18 11:00:14 +03:00
georgemoralis
41814f1fff
Merge branch 'main' into m4aac 2025-04-14 14:09:16 +03:00