Releases: shadps4-emu/shadPS4
Release list
Pre-release-shadPS4-2026-08-23-7fb1a53
shadps4 v0.18.0 - codename UltraPersona
shadPS4 v0.18.0 "UltraPersona"
Hello there, it hasn't been a while, has it? While not much time has passed since our last stable release, we are here again with a brand new one. The main reason for this release is broken shadNet authorization in certain cases on the 0.17.0 release, but we have some more interesting new features as well.
Firstly, after some fixes, AvPlayer can now be loaded as LLE, meaning that you need the libSceAvPlayer.sprx (and libSceAvPlayerStreaming.sprx) module(s), which makes broken videos in a few games now work properly.
The above change was enabled by calling sceLibcInternalMemoryMutexEnable in LLE LibcInternal at boot, found by @liuk7071, the developer of ChonkyStation4, another PS4 emulator.
A kernel event flag rewrite has also fixed Shadow of the Colossus often hanging on boot, and the game now consistently gets to menus.
Another big feature is the experimental red zone protection, which fixes an issue specific to 12th generation and onwards Intel CPUs exclusively on Windows, that was causing crashes and other undefined behaviour in lots of games that were not expecting to have their stacks' red zone clobbered by Windows exception handling.
NpTus is also included in this new release, bringing more functionality to shadNet.
A few more fixes on GPU are included, such as fixing shadows in Persona games, or some effects in inFAMOUS and Gravity Rush 2. There's probably fixes in some other games too, but that's you, the testers' and users' job to figure out.
Below you can find a full list of changes for 0.18.0. Happy testing :)
Core
- Rewrote kernel event flags
- Added experimental workaround for Windows red-zone protection
- Fixed ordering of loading libs (
libScePadbeforesceNpManager), fixed issues in shadNet authorization - Added
/dev/zerodevice - Added some exports needed for VSH
- Call
sceLibcInternalMemoryMutexEnableLLE on startup - Added
--mountflag, updated the no-flags popup text with Big Picture Mode info, and fixed a few edge cases with command line parsing - Load guest modules below 4 GiB
Libraries
- Videodec: Flush codec buffers on packet EOF
- NpWebApi2: Fixed
sceNpWebApi2GetHttpResponseHeaderfunctions - Libc_Internal: Added back HLE
sceLibcHeapGetTraceInfofor when LLElibSceLibcInternalis not present - Kernel: Implemented
sceKernelIsDevkitandsceKernelIsCex - Kernel: Do not double destroy threads when free threads exceeds
MaxCachedThreads - AvPlayer: You can now use LLE
- Sysmodule: Enabled some more safe library LLEs
- Kernel: Only clear
oactifoactis provided - NpTus: Added NpTus support
- AudioOut: Fixed deadlocks on stop
- NpTrophy: Fixed issues related to platinum trophies
Video Core
- Added more FMask formats
- Honor
STENCILOPVALfor GCN ReplaceOp stencil writes
Shader Recompiler
- Fixed cubed array layer in
FixCubeCoords - Lower user clip planes to clip distances
- Use
a*b+cinstead offmaforv_mad*ops
Big Picture Mode
- Launch game in clean process
- Added zar support
- Fixed update checker crash with certain zar/folder combinations
Misc
- Fixed external FPS counters
- Added draw call and dispatch counts to frame info overlay
- Append last time played for each game in
play_time.txt
shadps4 v0.17.0 - codename Garbage Collector's Edition
shadPS4 v0.17.0
Welcome to another big release of shadPS4. This release is the first to introduce shadnet support, which although still doesn't offer much it allows to post your online scores and share them with other players. Still you can't play multiplayer games but we are working towards to make it possible one day. Another big update is ZArchive support. Forget the 20.000 files per game you can now use ZArchive files for compressing games and having them in 1 file instead of hundreds. KosmicKrisp has also landed in the world of macOS giving much better compatibility and speed to macOS users. There are several other fixes let's cover the most important below
Highlights
Online stuff
- ShadNet, our own networking backend, is now integrated for the first time
- Most of the matchmaking library is implemented — lobbies, rooms, joining, signaling
- Friends support. Make your online friends in shadnet
- Invitation dialog
- Your name now switches to your Online ID once you're connected
- NP Manager got new settings and general cleanup
- Web API layer grew a lot: new library implemented, multipart uploads, push events
- NP Commerce
- Trophy handling tidied up
Mouse support
- sceMouse is emulated now, so the handful of games that supported a USB mouse are playable with one
- Plus a bunch of follow-up fixes for opening, closing, and games that check whether a mouse is even plugged in
AvPlayer, video & audio
- AvPlayer got a serious cleanup: audio/video sync, startup races, stack usage, frame sizes, buffer handling
- Video decoder flush behaviour fixed
- Audio3D mix queue reworked
- AT9 no longer crashes from reading past the end of its data
- AT9 encoder now runs natively
- OpenAL fixes and NGS2 fixes
Graphics
- NVIDIA clip distance emulation
T#min_lodimplemented throughVK_EXT_image_view_min_lod- Depth write state is now respected for register clears
- Robustness2 is now required, allowing the null buffer/image workarounds to be removed
- Sampler garbage collection added to the texture cache
- Texture cache: image download handling refactored
- sRGB handling for BC formats refactored
- Buffer barriers for compute-written vertex/index buffers and indirect dispatch/draw buffers
- Assorted validation errors fixed and miscellaneous renderer fixes
- Shader cache invalidation caused by struct padding in
memcmpfixed
Shader recompiler
- GCN thread mask accuracy fix
- Vertex attributes are always specialised on number class
- Geometry shader vertex offsets initialised from the input primitive type
V_ADD_I32carry-out propagation,V_LOG_CLAMP_F32,V_PK_MUL_LO_U16fix- IREmitter atomic operation corrected from And to Or
Kernel, memory & core
- Filesystem abstraction layer
- File reads now go through an intermediate buffer before being copied to guest memory
PthreadOnceuses pthread primitives instead ofstd::mutex- TLS leak on non-primary threads fixed
- Code patches for
cmpandxorinstructions involving the TCB sceKernelAllocateDirectMemorynow honourssearch_end- Fixed mappings with a zero address on older games is now handled properly
- HLE libraries are no longer loaded when force-LLE is set
- Unresolved objects are no longer auto-stubbed
- Null dereference fixes in save data mount checks
- Memory patch fixes, with hex exception handling
- LLE malloc init, fixing issues with LLE fonts and allowing more LLE libs to run
Input & peripherals
- Pad state latency reduced for single-sample reads
- Users are no longer logged out when a pad disconnects
- Controller colours reset on shutdown
- Fixes to Camera support
Interface & quality of life
- Fullscreen startup behaviour polished
- The window icon is now set to the game's icon
- Big Picture UI settings improved
- Shader list, memory map and module list widget states are saved, duplicate shader dump windows prevented
- New shadPS4 log with a logging refactor, an option to flush the log
MS_VC_EXCEPTIONis now passed through to the handler on Windows- Trophy fixes and an auto-generated
PathType::TrophyDir - NP checks moved into
sceNpTrophyRegisterContext - Improvements to the in-app bug report flow
shadps4 v0.16.0 - codename Plutie-fueled
shadPS4 v0.16.0 Released
The shadPS4 team is excited to announce the release of shadPS4 v0.16.0, our largest update to date. This release delivers major improvements across emulation accuracy, graphics, audio, input handling, user experience, platform support, and developer infrastructure.
With hundreds of changes from dozens of contributors, v0.16.0 represents another significant step toward broader game compatibility and a more complete PlayStation 4 emulation experience.
Highlights
New Configuration System
v0.16.0 introduces the foundation of a new configuration architecture. This modernized system simplifies settings management, improves game-specific configuration handling, and lays the groundwork for future features.
The migration also includes save and trophy migration support to help users transition smoothly from previous versions.
Initial OpenAL Audio Backend
A major milestone for the project is the introduction of an OpenAL-based audio backend. This work establishes a more flexible and portable audio foundation for future improvements while continuing to expand compatibility with PS4 audio functionality.
Camera Support Begins
Initial camera emulation support has landed, bringing us closer to supporting titles and applications that rely on PlayStation Camera functionality.
Local Multiplayer Support
One of the most requested features is finally here. Multiple users can now enjoy supported games together through the new local multiplayer infrastructure, further expanding gameplay possibilities within the emulator.
Big Picture Mode
A brand-new Big Picture Mode provides a console-like experience designed for controllers and living-room setups. The interface includes dedicated settings integration, game folder management, and several quality-of-life improvements.
Screenshot Functionality
Users can now capture screenshots directly from the emulator, including support for overlays or game-only captures.
HTTP Library Progress
A substantial amount of work has been completed on the PS4 networking stack, with the first large implementation stages of the HTTP subsystem landing in this release. These additions improve compatibility with games and applications that depend on online communication APIs.
Graphics and Rendering
Graphics emulation received extensive work throughout the release cycle.
Improved Vulkan Stability
Numerous Vulkan fixes address validation errors, synchronization issues, resource destruction order problems, swapchain handling, and presentation stability. These changes significantly reduce crashes and improve reliability across a wide range of hardware.
Memory and Synchronization Improvements
Several fixes target GPU synchronization hazards, stale GPU memory handling, write-after-write scenarios, image layout transitions, and memory protection updates. Together these changes improve rendering correctness and reduce graphical corruption.
Mipmapping and Texture Improvements
A large collection of mipmapping fixes resolves texture quality issues and rendering artifacts in various titles.
Expanded Neo GPU Instruction Coverage
The shader recompiler and GCN decoder received major upgrades including support for:
- New VOP3P instruction definitions
- SDWA instructions
- Additional Neo-specific ALU instructions
- Float16 packed arithmetic
- Integer packed arithmetic
- Bit manipulation instructions
- New min/max/median operations
- Expanded test coverage for GCN instruction decoding
These additions improve compatibility with titles that heavily utilize PlayStation 4 Pro ("Neo") GPU features.
Support for combined geometry and tesselation pipelines
Support has been expanded for more advanced pipeline configurations, including additional tessellation and geometry shader combinations required by modern PS4 titles.
Audio Improvements
In addition to the new OpenAL backend:
- Audio3D functionality has been expanded
- Trophy sound playback no longer depends on SDL_mixer
- Several AVPlayer and video decoding fixes improve multimedia playback
- Improved stream duration calculations and error handling
Input and Controller Enhancements
Controller support continues to mature with:
- Local multiplayer support
- Multiple DualShock compatibility fixes
- Improved deadzone defaults
- Touch input edge-case fixes
- TV remote support corrections
- New option to swap the Enter button between Cross and Circle
- Improved pad information reporting
Several Unity-engine titles and games such as Driveclub also benefit from input regression fixes included in this release.
User Experience
Trophy System Improvements
The trophy system received substantial attention:
- New trophy directory structure
- Trophy migration support
- Improved extraction reliability
- Better handling of separated game updates
- Missing trophy key workarounds
- Trophy sound playback improvements
Notifications
The emulator now includes a notification system with support for positioning and icons, providing a more polished user experience.
Translation Updates
Localization support continues to expand through updated translations and improved UTF-8 path handling.
Easy Mods Folder
A new mods directory structure makes it easier to organize and deploy game modifications.
Platform Support
This release improves portability across multiple operating systems:
- Initial x64 FreeBSD support
- Additional POSIX compatibility functions
- Improved GNU/Linux and macOS file handling
- MinGW-w64 compilation fixes
- Fedora 44 and Clang 22 build fixes
- Expanded Nix development environment support
- Updated MoltenVK integration
Core Emulator Improvements
A significant amount of engineering effort focused on stability and correctness:
- Thread-safety improvements
- Race condition fixes
- Memory overlap fixes
- Memory mapping corrections
- Address-space management improvements
- Pthread implementation fixes
- Kernel signal handling improvements
- Better logging infrastructure through spdlog migration
- Enhanced error reporting and diagnostics
- Expanded automated testing infrastructure using Google Test
These changes improve overall emulator reliability and make future development easier.
Compatibility Improvements
Hundreds of library updates, stubs, kernel fixes, and subsystem enhancements contribute to improved game compatibility.
Notable areas include:
- NpTrophy
- NpAuth
- NpPartner
- AppContent
- VideoOut
- Audio3D
- SystemService
- Posix
- Kernel
- Pad
- Camera
- HTTP
- Network-related functionality
Many games that previously crashed, hung, or exhibited incorrect behavior now progress further or operate correctly.
Looking Ahead
v0.16.0 is another major milestone in shadPS4's development. With foundational work completed for configuration management, audio, networking, multiplayer, camera support, testing infrastructure, and graphics emulation, the project is now positioned for even faster progress in future releases.
Thank you to everyone who contributes code, testing, bug reports, translations, documentation, and community support.
Enjoy shadPS4 v0.16.0!
Full Changelog: v.0.15.0...v.0.16.0
shadps4 v0.15.0 - codename RE6_PRIG
Greetings, fellow users, testers, devs.
Missed us already? Here is a brand new shadPS4 release for you out there. A lot of new features is here to improve compatibility and general user experience as well. It is recommended to use 0.15.0 for some time since there are a lot of breaking changes coming to 0.15.1 WIP (that will correct and improve a lot of things), but we hope it will be production ready quite soon.
Enough talking, here is the latest shadPS4 version and it’s changes:
Core
- Automatically add missing hotkeys to the global input config
- Fixed in Settings:InternalScreenWidth would get internalScreenHeight instead of InternalScreenWidth
- Kernel.Pthreads: Remove unreachable in posix_pthread_mutex_timedlock
- Volume hotkey: show volume value, set game_specific arg correctly, clamp value
- Kernel.Process: Implement sceKernelGetModuleInfo2, sceKernelGetModuleList2
- Log: Group same lines with counter
- Prevent protects during unmaps
- Mount system fonts
- Kernel.Equeue: Only reset trigger state on events that clear.
- Filesystem: fix crashes caused by returning a pointer from an std::vector
- Threads: initialize TLS on thread creation
- Implement guest signal handlers
- Mount /data to /data instead of /data/gameid
- Kernel.Event: Implement kqueue and kevent
- IPC: Tweak LoadFigure and RemoveFigure
- Improved signal emulutation
- Fixed game arguments with CLI11
- PSF: close file after encode
Shader recompiler
- Handle operand fields execlo and exechi for S_MOV
- Fixed r128
- Support 32 thread sharing mode
- Implemented IMAGE_ATOMIC_CMPSWAP
Libraries
- Improved sceAudioOut and SDL3 backend
- Implemented npWebApi library
- Added sceAudioOutGetSystemState
- Added some NPTus Functions
- Implemented some HLE libcInternal calls
- Fixed some issues in scePad and refactoring
- Improved motion controls emulation
- Lib.GnmDriver: Fix flip arg for sceGnmSubmitAndFlipCommandBuffers
- Lib.VideoOut: Fix pending flips limit
- Fix some logic bugs in sceHttpUriParse
- Audio3d SDL improvements
- Lib.Net: Proper resolver errors when isConnectedToNetwork is disabled
- Lib.GnmDriver: Implement sceGnmDrawIndirectMulti
- Lib.Net: Fix Windows-specific incorrect error in PosixSocket::Connect
- SSL module returned an empty certificate data instead of no certs
- SysModule HLE implementation
- Stub data for sceSslGetCaCerts
GPU
- Copy image handle 2d->3d copies and opossite now
- Skipped guest/host marker parsing/calls when disabled
- Added Relaxed,precise modes in readbacks
- Force subgroup size to 64 when possible
shadps4 v0.14.0 - codename JustShadow4
Greeting fellow users , testers , devs.
Here is a brand new release from shadPS4 , It took as some time but some nice features are here so we wanted to share them with all of you out there . This new release brings some more compatiblity with games and several bug fixes. You can check the list below
Core
Added thread name to log lines
Fixed float parsing in memory patcher
Read compiled sdk version from eboot
Added global emulator state class
Corrected physical based handling for memory pools
Add libSceRtc, libSceJpegDec, libSceJpegEnc, and libScePngEnc LLEs
Changing the mouse speed does not affect the mouse speed offset
Added libSceAudiodec to lle modules list
Introducing key_manager for storing encryption keys
Miscellaneous memory fixes and slight optimizations
Added new cli parser using CLI11
filesystem: fill in timespec values for fstat
Kernel.Vmm: Fix bug with VMA physical area tracking
Libraries
M4AAC support in ajm
Fixed dialog text input in IME dialog
Fixed issues with winsock in sockets (sceNet)
Stubbed libSceRudp
Reimplemented dirents
Stubbed libsceNpWebApi2
Lib.Videodec2: Stub sceVideodec2AllocateComputeQueue to return a valid computeQueue pointer
Lib.Audio3d: sceAudio3dGetDefaultOpenParameters fix
Ajm: fix init params initialization
Improved path detection in Avplayer
NetFixes : workaround for Epolls on P2P sockets
implemented sceImeDialogGetPanelSizeExtended in Ime Dialog
Np: libSceNpPartner001 stubs
Added NpTus stub
Delete unused fds in sceNetEpollDestroy and sys_socketclose
Added pngenc HLE
Fake Matching2
Skip stdin fd for want_read in select
Fix default pthread attributes
Prevent posix_pthread_mutexattr_settype from setting invalid mutex types
ajm mp3: check frame size on every frame
shader_recompiler
Some fixes for tess shaders
VS clip distance emulation for NVIDIA GPUs
Implemented V_LSHR_B64
Implemented V_CMP_OP_F64
Implemented V_FFBH_I32
fix for incorrectly outputted attribute if cdist emulation is not needed
Video Core
Small readback optimization
Small fixes regarding GDS
Prevent Rasterizer::IsMapped from returning true for memory ranges that wrap the address space
shadps4 v0.13.0 - codename Ghost of Matthewshima
Here we are again with an early Christmas present. Santa might not have reached your home yet, but shadPS4 will.
This release brings the long-awaited Bloodborne speedup fix, along with a lot of AJM fixes from our great Roamic dev, who was kind enough to resolve some weird sound issues (God of War 3 and other games now almost have perfect sound).
There are also many additional fixes; I’ll try to summarize as much as I can below.
This release is dedicated to Matthew, who did a lot of work setting up our new shadps4.net site, so greetings to him as well.
So, Merry Christmas to all of you out there. Let’s hope the new year comes with world peace and a bit more logic out there.
Thank you all for your support!
Core
-Windows: Limit address space maximum when higher addresses are not needed
-FS: Prevent writing to directories
-Kernel.Vmm: Protect Fixes
-cpu_patches: Patch stack canary accesses
-libkernel: Implement sceKernelEnableDmemAliasing, proper mapping type checks in posix_mmap
-ENAMETOOLONG, posix_rename fix
Libraries
-Stubbed libSceNpCommerce
-Add basic mouse-to-touchpad emulation
-np: Add dialog state tracking for NpCommerce
-Implement http uri escape unescape,sceHttpUriSweepPath
-Network: Fixed null string crash on sceNetResolverCreate
-A lot of AJM fixes
GPU
-Avoid initializing Shader::PsColorBuffer in RefreshGraphicsKey
-vk_rasterizer: Attempt to optimize compute clears
-buffer_cache: Split DMA fault handling code from buffer cache
-video_core: Reimplement inline data as buffer fill
-renderer_vulkan: Remove primitive restart disable support check.
-video_core: Initial implementation of pipeline cache
-video_core: Scheduler priority pending operation queue
Shader recompiler
-Fix V_CMP_U64
-Implement V_FLOOR_F64
-Handle -1 as src1 in v_cmp_u64
Misc
-Re-implement custom trophy sounds using sdl3 mixer
-Make FSR off by default
shadps4 v0.12.5 - codename kyosan
Some would say, "why a new release this early"? While releases came every 2-3 months before, the previous 0.12.0 release had an input change, which made multiple games unplayable, so we needed to patch it quite early. With that, some other interesting features and bugfixes came from development continuing as before, so enjoy. ;)
Core
-Fix divide by zero in kernel time
-Reverted controller change from 0.12.0 since it appears it breaks a lot of games
-Fix patches being applied multiple times redundantly
-Fix game arguments not being passed under a certain condition
-Simulate write-only file access with read-write access
-filesystem: return st_mtim in posix_stat (fixes RB4 / CUSA02901 DLC crash)
-ImGui: keep drawing when there's a pending change_layer
Libraries
-usbd: Implement usb backend system
-usbd: Emulated Skylander Portal Backend
-usbd: Add Infinity Base Backend
-usbd: Added Dimension Toypad
-Added get_authinfo
-HttpLib: Implemented a few more functions
-Initial font lib implementation
-Better return stub for sceNetPoolCreate
-Libkernel: Implement/stub some functions
GPU
-buffer_cache: smaller regions
-add null gpu notice
-Implement sceGnmDrawInitToDefaultContextStateInternal functions
Qt
-Remove Qt from emulator - Using lauchers from now on
shadps4 v0.12.0 - codename fire-square
Happy halloween ppl! It is a special day today and what more special than having a brand new shadps4 release . Although it was announced that it Qt builds were gonna removed from 0.12.0 , we decided to release it for one last time . Starting from 0.12.1 , shadPS4 will be cli only , but we already have launchers for you ready , check the download section of the site.
Enough talking here is the latest shadPS4 version and it's changes
Core
physical backing for flexible and pooled memory allocation
Refactor direct memory handling
Memory: Implement sceKernelMemoryPoolGetBlockStats
Allow overlapping direct memory mappings
Memory code cleanup and further direct memory fixes
Handle various edge cases related to executable permissions.
Kernel.Fs: Device file cleanup and /dev/rng implementation
Lock linker mutex in RelocateAnyImports
Increase address space limits and rework Windows address space initialization
Fix alignment for mmap
Fix return for running out of flexible memory
Fix NoOverwrite flag behavior in MapMemory
Read-only file mmap fix
Libraries
Net: Epoll support
avplayer: implemented AddSourceEx, SetAvSyncMode, Pause and Resume
avplayer: do not start the video multiple times
ajm: handle ParseRiffHeader flag
avplayer: fix play request state handling
Implemented sceSystemServiceLoadExec
Fixing missing png extraction from trophy files
Implemented sceNpTrophyGetGameIcon
audioout: Do not wait for data within timer.
avplayer: remove maximum audio delay
Use correct trophy folder for games with multiple trophy lists
NpManager: Implement more request-related behavior
NpAuth: Improved stubs
Ime fixes
Fixes scePlayGoDialog status stub
Video Core
Handle mixed samples attachments
Better handling of image copies with DmaData
Fix some image copy and buffer offset validation errors.
image: Improve enforcement of image copy layer rules
Move HDR swapchain configuration to present thread.
buffer_cache: Bring back CPU path
image_info: Fix guest size calculation for linear render targets
amdgpu: Split liverpool registers and cleanup
Shader recompiler
Implement fallback path for missing shaderFloat16support
Fix: V_MUL_I32_I24 | V_MUL_U32_U24
GUI
Make UpdatePlayTime not depend on Qt
Make sys_modules folder configurable
Add configurable extra memory
Update Qt to 6.9.3
Add CLI argument to launch the emulator with global config or with default settings
IPC: commands for volume adjustment, input parsing, fsr, gamepad select
Add informative update message for Qt build deprecation
shadps4 v0.11.0 - codename nettone
A brand new release just dropped in . As usual we have a lot of new features and bugfixes to this release with the most important that games that uses Unreal Engine are now start to booting and some of them are even playable.
Core
- mmap executable memory
- Zero top bits in INSERTQ/EXTRQ
- Fix read-only file unmaps on Windows
- Standardize RegisterLib names for HLE libraries
- Filesystem: Fix create flag handling in open
- If CONTENT_ID is empty in param.sfo, try using TITLE_ID as fallback
- Add an unreachable on hitting ud2 instead of getting stuck in an infinite loop
- Microphone support
- Only update configs when using a different build
- Core: Return error if DirectMemoryQuery address is too high
- Simple IPC for external control
- Filesystem: Fix error behavior for close calls on std handles
- Sockets fixes
- Add entries for . and .. in MntPoints::IterateDirectory
- Log user CPU, total RAM, and OS
- Filesystem: Directory-related fixes
- Memory: Align size and address in posix_munmap
- Filesystem: Abstract handling of directory files
- Replace direct usage of wrgsbase and rdgsbase with a more portable solution
- config: Add present mode option.
- Game specific configs
- Improve memory address validation logic
- Remove checks for symbol version_major and version_minor
- Fix MXCSR and FPUCW registers on created threads
- Log error on MapMemory out of flexible memory case
- Open a dummy audio input device if none is present in the system
- Ds4 Speaker Audio
Libs
- libkernel: Add missing mprotect export
- IME fixes
- video_out: Internal Resolution Support
- Implement sceKernelGetSystemSwVersion
- Implement sceAudio3dTerminate
- Implement sceAudioOutGetLastOutputTime
- Register posix_rename
- Implement sceKernelError
- Using custom usb lib
- inet_ntop and inet_pton
- Extract netmask and default gateway from host system
- Implement simple DNS name resolution
- Return the number of samples enqueued in AudioOut
- Return an error before a pad is opened
- scePadResetOrientation
- Fix sceAudioOutOutputs
- Fixed RetrieveNetmask for windows
- Net: Fix various socket-related issues
- sys_getpeername
- Implement ORBIS_NET_CTL_INFO_HTTP_PROXY_CONFIG
- Fix get/setsockopt levels
- libkernel: more network functions for OpenOrbis compatibility
- libSceAppContent: Use last 16 characters of DLC folder to determine entitlement label
- Make libSceRtc fully HLE
- Fixed green artifacts in movies/animations (ffmpeg)
- Select support
- libSceAppContent: Determine entitlement labels from additional content param.sfo
- Fix sceVoiceGetPortInfo
- Fix handling of RFC 3339 formatted dates
- libSceNpParty: Stub out functions with not-in-party behavior
- Add stubbed libSceNpProfileDialog library
- Better libSceMove stubs
- Better libSceCamera stubs
- Implement ORBIS_NET_SO_ERROR_EX in GetSocketOptions
- Improved libSceHmd stubs
- libSceHmdSetupDialog stubs
- libSceVrTracker stubs
- semaphore: Invert priority order
- semaphore: Fix determining wait status when canceled/deleted
- Implement send/recvmsg
- libkernel: Return EINVAL if mmap is called with length = 0
- SaveData fixes
- Handle null event flags in cancel and clear
- AF_UNIX preliminary support
- Np libraries cleanup
- Implement sceKernelIsInSandbox, update OrbisSysModule Enum
- equeue: Few fixes for sceKernelWaitEqueue
- Implement getargc and getargv
- Simple implementation of sceGnmUnmapComputeQueue
- kernel: Improvements to condvars.
- kernel: More thread code clean-up.
Shader recompiler
- Fix V_ADDC_U32 carry-out edge cases
- Reorganize data share operations and implement GDS
- ir_passes: Fold readlane with ff1 pattern
- Implement ff1 with subgroup ops
- Replace buffer pulling with attribute divisor for instance step rate
- Implement guest barycentrics
- Fix ff1_i32_b64 not accepting vcc as its argument
- attribute: Correct bary coord function
- Avoid clearing HTILE when shader contains address calculation
- Implement MUBUF instructions for shorts/bytes
- control_flow_graph: Treat empty conditional branch as noop
- Fix incorrect bary coord loads when unsupported
- Use VM bit for conditional discard
- translate: Correct instance id fetch in local shader
- V_ALIGNBYTE_B32 and V_ALIGNBIT_B32
- Rework sharp tracking for robustness
- Improve heuristic for attributes passed via ring buffers
- ir: Perform degamma in shader when sampler sets force_degamma
- Implement V_CMP_GT_U6
- Improve shader exports accuracy (part 1)
- Do not emit Layer when emulating primitive type with tessellation.
- vector_interpolation: Address some assertions
- Support multiple attributes using the same load in vertex fetch shaders
- Handle S_LSHL_B32 in ParseCopyShader
- Initialize all ClipDistance and CullDistance values
- Handle ExecLo source in S_FF1_I32_B64
- Apply float type for float buffer atomics
- constant_propagation_pass: Handle a few more bitwise instructions.
- Implement V_ADD_F64 and loading 64-bit float from SGPR.
- Handle offsets and format overrides in fetch shaders
- Relax dual source blending assert to allow up to two targets.
- Allow vector and scalar offset in buffer address arg to LoadBuffer/StoreBuffer
- Support PointSize and ViewportIndex attributes.
- image: Do not set storage usage for block-encoded formats
GPU
- texture_cache: Change depth resolve new image back to max of resources
- texture_cache: Async download of GPU modified linear images
- buffer_cache: Bring back upload batching and temporary buffer
- vk_rasterizer: Set render area to window scissor when no framebuffers are bound
- renderer_vulkan: Handle more miscellaneous GPU setting
- vk_instance: Remove usage of depth clamp control
- liverpool_to_vk: Don't use remapped format for clear value
- vk_pipeline_cache: Add fallbacks for R8Srgb and B5G6R5
- texture_cache: Clamp buffer image height to microtile height
- vk_rasterizer: Improve stencil clears
- texture_cache: Do not modify mip height for copy in volume texture.
- video_core: garbage collector (part 1)
- video_core: Rework tile manager
- texture_cache: Only queue image downloads if the image address is greater than zero.
- video_core: Fix some struct comparisons.
- vk_pipeline_cache: Cleanup graphics key refresh
- renderer_vulkan: Restore color write dynamic state
- vk_graphics_pipeline: Prioritize depth clip when separate clip/clamp control is not supported.
- vk_pipeline_cache: Add storage images to descriptor heaps
- vk_scheduler: Properly initialize vulkan structures in RenderState.
- renderer_vulkan: Ignore blend parameters when disabled.
- vk_rasterizer: Set image flag bits in resolve
- liverpool: Write valid queries on PixelPipeStatDump
- amdgpu: Report GPU perf counter in GPU cycles.
- vk_rasterizer: Only assert on primitive restart if performing indexed draw
- video_core: Upload buffer memory around unmapped pages
- video_core: Address various UE bugs
- video_core: Check DB_SHADER_CONTROL register before performing depth exports
- texture_cache: Make sure that readback images are downloaded in time
QT interface
- Extend Qt detection to support multiple drives
- Fix gui emulatorLanguage
- Volume slider that adjusts how loud games are on a global level
- Disable autoupdate on branches that aren't the official main
- Add default trophy sound
- Add toggle in the settings window for readbacks
- Apply cheat/patch only if AppVer matches game version
- Multiple controllers: Select active controller and set default controller
- Added customizable controller hotkeys
- Remapping Guis - more minor fixes
- Fix Play Time - Wasn't saving every minute
- Keybard/pad config common preset name is translated to target language
- Qt: update to 6.9.2 and remove Mac workaround
- Qt: enforce set order for kbm string mapping to prevent duplicate combo mappings
- Move QT plugins to the qtplugins folder on Windows QT builds
- Toggle to enable/disable logging
- Qt: prevent saving/canceling for remapping/hotkeys dialogs while waiting for inputs
- Add an option to change DLC path from the settings
- Use icons, music and background images of updates if available
- Qt: Add FSR options to settings GUI
- Increase the size of the description text box
- Log presets feature
- QT: TrophyViewer size adjustment and 'Log' tab translated
- QΤ: Add GUI for game-specific settings
- QT: Add the Log tab to 'Default tab when opening settings'
- Qt: Add descriptions for new experimental settings in GUI
- QT: Fix Patches 'Incompatibility Notice'
- Qt: Group game-specific and non-game-specific items in the same tabs
- QT: Note Vulkan SDK requirement for validation tooltips
- Fix loading fullscreen setting
Full Changelog: v.0.10.0...v.0.11.0