A PSP emulator for Android, Windows, Mac, Linux and iOS, written in C++. Want to contribute? Join us on Discord at https://discord.gg/5NJB6dD or just send pull requests / issues.
This report summarizes scanner evidence for hrydgard/ppsspp, a C++ project with 14,792 GitHub stars. SynthScan examined 1,199,276 lines of code across 2643 source files, recording 3736 pattern matches distributed across 17 syntactic categories. The legacy adjusted pattern signal is 3.1 (Low pattern signal); it is not an authorship estimate.
Use the findings to ask whether maintainers can explain intent, verify dependencies, simplify unnecessary scaffolding, and focus review effort. Risk Payload v1 adds ownership, supply-chain, over-engineering, and review-effort vectors when available. These are prompts for human verification, not probabilities, security findings, or measured maintenance costs.
Use each vector to guide manual verification of the underlying findings.
Payload schema: 1.0.0 · Engine: 2.0.0 · Scoring: heuristic-density-v1 · Scan date: 2026-10-31.
Can maintainers explain intent, assumptions, and trade-offs? 3702 finding(s).
Are imports declared and package/API names verified? 9 finding(s).
Are wrappers, guards, and repeated structures necessary? 31 finding(s).
Which changes need focused human review? 3736 finding(s).
This chart tracks the legacy adjusted pattern score across scan runs. Changes can reflect source changes, scan coverage, or detector/scoring versions; they do not measure AI adoption or prove that a team refactored code. Compare runs only when their scoring versions are compatible. The dashed line tracks the raw pattern-hit count.
Groups findings by configured severity weight. Severity is not a confidence estimate, security rating, or proof that a package is missing. Verify imports against the project's manifests and inspect each finding in its local design context.
This horizontal bar chart shows where configured pattern scores accumulate across directories. Treat the bars as locations to inspect, not as evidence of authorship or code quality. Use the file-level findings to decide whether a directory needs a focused ownership, dependency, complexity, or review check.
The scanner identified 3736 distinct pattern matches across 17 syntactic categories. Each entry below represents a discrete location in the source code where the engine recorded a detector match to inspect in context. Expand any category row to inspect the individual file paths, line numbers, code snippets, and the lexical context (CODE, COMMENT, or STRING) in which each match was detected.
Reading the findings table: The Severity column indicates the configured finding weight (CRITICAL / HIGH / MEDIUM / LOW). The Context column identifies whether the match occurred inside executable code, an inline comment, or a string literal — legacy comment-context matches receive a ×1.5 score weight. The ⚡ bolt icon marks clustered matches: three or more patterns within a 10-line window, each receiving an additional ×1.5 density multiplier under the legacy scoring model.
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | ppsspp_config.h | 1 | #pragma once | COMMENT |
| LOW | ppsspp_config.h | 21 | #if (defined(_M_X64) || defined(__amd64__) || defined(__x86_64__)) && !defined(__EMSCRIPTEN__) | COMMENT |
| LOW | ppsspp_config.h | 41 | defined(__ARM_ARCH_7S__) | COMMENT |
| LOW | ppsspp_config.h | 61 | #if defined(__mips64__) | COMMENT |
| LOW | ppsspp_config.h | 81 | #define PPSSPP_ARCH_LOONGARCH64_LASX 1 | COMMENT |
| LOW | ppsspp_config.h | 101 | // Check PPSSPP_PLATFORM(TVOS) for the differences. | COMMENT |
| LOW | ppsspp_config.h | 121 | #define PPSSPP_PLATFORM_ANDROID 1 | COMMENT |
| LOW | ppsspp_config.h | 141 | #endif | COMMENT |
| LOW | b-ios.sh | 21 | <string>development</string> | COMMENT |
| LOW | .ycm_extra_conf.py | 1 | # A simple YouCompleteMe (vim plugin) configuration that works well with PPSSPP. | COMMENT |
| LOW | UI/BackgroundAudio.cpp | 1 | #include <memory> | COMMENT |
| LOW | UI/InstallZipScreen.h | 1 | // Copyright (c) 2013- PPSSPP Project. | COMMENT |
| LOW | UI/UploadScreen.h | 1 | #pragma once | COMMENT |
| LOW | UI/UploadScreen.h | 21 | COMMENT | |
| LOW | UI/Theme.h | 1 | #pragma once | COMMENT |
| LOW | UI/InstallZipScreen.cpp | 1 | // Copyright (c) 2013- PPSSPP Project. | COMMENT |
| LOW | UI/InstallZipScreen.cpp | 21 | #include "Common/UI/Notice.h" | COMMENT |
| LOW | UI/MiscViews.cpp | 1 | #include "Common/UI/View.h" | COMMENT |
| LOW | UI/ShareFiles.h | 1 | // Copyright (c) 2012- PPSSPP Project. | COMMENT |
| LOW | UI/ShareFiles.h | 21 | #include <string_view> | COMMENT |
| LOW | UI/AdhocServerScreen.cpp | 1 | #include <algorithm> | COMMENT |
| LOW | UI/InstallUpdateScreen.h | 1 | // Copyright (c) 2012- PPSSPP Project. | COMMENT |
| LOW | UI/InstallUpdateScreen.h | 21 | #include <memory> | COMMENT |
| LOW | UI/GameSettingsScreen.h | 1 | // Copyright (c) 2013- PPSSPP Project. | COMMENT |
| LOW | UI/GameSettingsScreen.h | 21 | #include <condition_variable> | COMMENT |
| LOW | UI/MemStickScreen.cpp | 1 | // Copyright (c) 2013- PPSSPP Project. | COMMENT |
| LOW | UI/MemStickScreen.cpp | 21 | COMMENT | |
| LOW | UI/MemStickScreen.cpp | 41 | #include "Common/File/DiskFree.h" | COMMENT |
| LOW | UI/GameSettingsScreen.cpp | 1 | COMMENT | |
| LOW | UI/GameSettingsScreen.cpp | 21 | #include <functional> | COMMENT |
| LOW | UI/GameSettingsScreen.cpp | 41 | #include "Core/Reporting.h" | COMMENT |
| LOW | UI/TiltAnalogSettingsScreen.cpp | 1 | // Copyright (c) 2013- PPSSPP Project. | COMMENT |
| LOW | UI/TiltAnalogSettingsScreen.cpp | 21 | #include "Core/ConfigValues.h" | COMMENT |
| LOW | UI/PSPNSApplicationDelegate.h | 1 | // | COMMENT |
| LOW | UI/ImposeHome.cpp | 1 | // Copyright (c) 2026- PPSSPP Project. | COMMENT |
| LOW | UI/ImposeHome.cpp | 21 | #include <vector> | COMMENT |
| LOW | UI/ImposeHome.cpp | 41 | #include "Core/HLE/sceRtc.h" | COMMENT |
| LOW | UI/ImposeHome.cpp | 61 | // The ones used here: 0 the battery (28x17, four levels stacked, full first), 2 and 3 the | COMMENT |
| LOW | UI/SystemInfoScreen.cpp | 1 | #include <algorithm> | COMMENT |
| LOW | UI/SystemInfoScreen.cpp | 21 | #include "Common/UI/Notice.h" | COMMENT |
| LOW | UI/SavedataScreen.h | 1 | // Copyright (c) 2015- PPSSPP Project. | COMMENT |
| LOW | UI/GamePacker.cpp | 1 | // Copyright (c) 2012- PPSSPP Project. | COMMENT |
| LOW | UI/GamePacker.cpp | 21 | #include <thread> | COMMENT |
| LOW | UI/GameInfoCache.h | 1 | // Copyright (c) 2013- PPSSPP Project. | COMMENT |
| LOW | UI/GameInfoCache.h | 21 | #include <string> | COMMENT |
| LOW | UI/GameInfoCache.h | 221 | class GameInfoCache { | COMMENT |
| LOW | UI/PauseScreen.h | 1 | // Copyright (c) 2014- PPSSPP Project. | COMMENT |
| LOW | UI/DriverManagerScreen.cpp | 1 | #include "Common/File/VFS/ZipFileReader.h" | COMMENT |
| LOW | UI/GameInfoCache.cpp | 1 | COMMENT | |
| LOW | UI/GameInfoCache.cpp | 21 | #include <string> | COMMENT |
| LOW | UI/GameInfoCache.cpp | 41 | #include "Core/ELF/PBPReader.h" | COMMENT |
| LOW | UI/GameScreen.h | 1 | // Copyright (c) 2013- PPSSPP Project. | COMMENT |
| LOW | UI/GameScreen.h | 21 | #include <functional> | COMMENT |
| LOW | UI/RemoteISOScreen.cpp | 1 | // Copyright (c) 2014- PPSSPP Project. | COMMENT |
| LOW | UI/RemoteISOScreen.cpp | 21 | COMMENT | |
| LOW | UI/RemoteISOScreen.cpp | 41 | #include "Common/UI/ScreenManager.h" | COMMENT |
| LOW | UI/CustomButtonMappingScreen.cpp | 1 | // Copyright (c) 2013- PPSSPP Project. | COMMENT |
| LOW | UI/CustomButtonMappingScreen.cpp | 21 | #include "Common/UI/Context.h" | COMMENT |
| LOW | UI/OnScreenDisplay.h | 1 | #pragma once | COMMENT |
| LOW | UI/FirmwareScreen.cpp | 1 | // Copyright (c) 2026- PPSSPP Project. | COMMENT |
| 3491 more matches not shown… | ||||
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | GPU/GPUCommonHW.cpp | 1496 | // TODO: If you change the rules here, don't forget to update the inner interpreter in Execute_Prim. | COMMENT |
| LOW | GPU/GPUState.h | 200 | // In the unlikely case we ever add anything else here, don't forget to update the padding on the next line! | COMMENT |
| LOW | GPU/Common/ShaderCommon.h | 95 | // Don't forget to update DIRTY_ALL_UNIFORMS when you start using them. | COMMENT |
| LOW | GPU/Common/VertexShaderGenerator.cpp | 939 | // NOTE: When changing this test, don't forget to change the test in the fragment shader fallback too. | COMMENT |
| LOW | GPU/Common/FragmentShaderGenerator.cpp | 1283 | // See the vertex shader generator for the explanation for this - and don't forget to update both | COMMENT |
| LOW | Core/CmdLine.h | 24 | // When adding new options, don't forget to update g_autoParams in CmdLine.cpp (or write manual parsing). | COMMENT |
| LOW | Core/MIPS/IR/IRInst.cpp | 24 | // So if you add new letters, don't forget to add them to IRNativeRegCacheBase::MappingFromInst. | COMMENT |
| LOW | Core/MIPS/LoongArch64/LoongArch64Asm.cpp | 244 | // Don't forget to zap the instruction cache! This must stay at the end of this function. | COMMENT |
| LOW | Core/MIPS/ARM/ArmIRAsm.cpp | 219 | // Don't forget to zap the instruction cache! This must stay at the end of this function. | COMMENT |
| LOW | Core/MIPS/RiscV/RiscVAsm.cpp | 257 | // Don't forget to zap the instruction cache! This must stay at the end of this function. | COMMENT |
| LOW | Core/MIPS/ARM64/Arm64IRAsm.cpp | 334 | // Don't forget to zap the instruction cache! This must stay at the end of this function. | COMMENT |
| LOW | ext/ffmpeg/libavcodec/version.h | 152 | /* XXX: don't forget to drop the -vismv documentation */ | COMMENT |
| MEDIUM | ext/imgui/imgui_widgets.cpp | 7399 | // Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image. | COMMENT |
| LOW | ext/vma/vk_mem_alloc.h | 17695 | // At the end, don't forget to: | COMMENT |
| LOW | ext/vma/vk_mem_alloc.h | 19148 | // At the end, don't forget to destroy it! | COMMENT |
| LOW | ext/vma/vk_mem_alloc.h | 19191 | // At the end, don't forget to destroy it! | COMMENT |
| LOW | ext/vma/vk_mem_alloc.h | 711 | To prepare for this possibility, don't forget to add appropriate flags like | CODE |
| LOW | ext/vma/vk_mem_alloc.h | 2924 | don't forget to free them. | CODE |
| LOW | ext/vma/vk_mem_alloc.h | 2971 | don't forget to free it as well. | CODE |
| LOW | ext/vma/vk_mem_alloc.h | 17732 | Don't forget to destroy your buffer and allocation objects when no longer needed: | CODE |
| LOW | ext/vma/vk_mem_alloc.h | 18894 | If you allocated a new object to be used as the custom pointer, don't forget to delete that object before freeing the al | CODE |
| LOW | Common/GPU/Vulkan/VulkanFramebuffer.h | 13 | // When you add more flags, don't forget to update rpTypeDebugNames[]. | COMMENT |
| LOW | Common/GPU/OpenGL/GLQueueRunner.cpp | 605 | // Don't forget to make sure fbo_standard_z_depth() matches. | COMMENT |
| LOW | Common/Data/Text/I18n.cpp | 10 | // Don't forget to update the constants in the header file if you change this. | COMMENT |
| LOW | Common/Data/Text/I18n.h | 27 | // Don't forget to update the string array in the cpp file if you change this. | COMMENT |
| LOW | headless/Headless.cpp | 15 | // NOTE: In MSVC, don't forget to set the working directory to $ProjectDir\.. in debug settings. | COMMENT |
| MEDIUM | assets/lang/it_IT.ini | 248 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/ja_JP.ini | 248 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/fa_IR.ini | 248 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/be_BY.ini | 248 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/vi_VN.ini | 248 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/ro_RO.ini | 249 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/es_ES.ini | 249 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/pl_PL.ini | 248 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/th_TH.ini | 248 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/nl_NL.ini | 248 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/gr_EL.ini | 248 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/tg_PH.ini | 248 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/ko_KR.ini | 248 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/he_IL.ini | 248 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/nn_NO.ini | 272 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/en_US.ini | 272 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/sv_SE.ini | 248 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/id_ID.ini | 248 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/jv_ID.ini | 248 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/zh_TW.ini | 248 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/ms_MY.ini | 248 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/fi_FI.ini | 248 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/zh_CN.ini | 248 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/hr_HR.ini | 248 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/az_AZ.ini | 248 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/uk_UA.ini | 248 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/es_LA.ini | 248 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/hu_HU.ini | 248 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/no_NO.ini | 272 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/dr_ID.ini | 248 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/da_DK.ini | 248 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/pt_BR.ini | 272 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/gl_ES.ini | 248 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| MEDIUM | assets/lang/ru_RU.ini | 248 | # If your language does not show well with the default font, you can use Font to specify a different one. | COMMENT |
| 11 more matches not shown… | ||||
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | cmake/scripts/setup-cross.sh | 53 | # ── OpenGL headers ─────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | cmake/scripts/setup-cross.sh | 61 | # ── GL stub library ────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | cmake/scripts/setup-cross.sh | 110 | # ── Dynamic linker symlink ─────────────────────────────────────────────────── | COMMENT |
| MEDIUM | ext/zlib/CMakeLists.txt | 88 | #============================================================================ | COMMENT |
| MEDIUM | ext/zlib/CMakeLists.txt | 90 | #============================================================================ | COMMENT |
| MEDIUM | ext/zlib/CMakeLists.txt | 197 | #============================================================================ | COMMENT |
| MEDIUM | ext/zlib/CMakeLists.txt | 199 | #============================================================================ | COMMENT |
| MEDIUM⚡ | assets/compat.ini | 1 | # ======================================================================================== | COMMENT |
| MEDIUM⚡ | assets/compat.ini | 3 | # ======================================================================================== | COMMENT |
| MEDIUM | assets/compat.ini | 27 | # ======================================================================================== | COMMENT |
| MEDIUM | assets/compat.ini | 29 | # ======================================================================================== | COMMENT |
| MEDIUM⚡ | assets/compatvr.ini | 1 | # ======================================================================================== | COMMENT |
| MEDIUM⚡ | assets/compatvr.ini | 3 | # ======================================================================================== | COMMENT |
| MEDIUM | assets/compatvr.ini | 28 | # ======================================================================================== | COMMENT |
| MEDIUM | assets/compatvr.ini | 30 | # ======================================================================================== | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | GPU/Common/SoftwareTransformCommon.cpp | 757 | // Step 2: expand and process primitives. | COMMENT |
| LOW | GPU/Common/VertexShaderGenerator.cpp | 510 | // Step 1: World Transform (bones/skinning is now always handled in decode) | COMMENT |
| LOW | GPU/Common/VertexShaderGenerator.cpp | 819 | // Step 3: UV generation | COMMENT |
| LOW⚡ | ext/snappy/snappy.cpp | 830 | // Step 2: A 4-byte match has been found. We'll later see if more | COMMENT |
| LOW⚡ | ext/snappy/snappy.cpp | 836 | // Step 3: Call EmitCopy, and then see if another EmitCopy could | COMMENT |
| LOW | ext/snappy/snappy.cpp | 760 | // Step 1: Scan forward in the input looking for a 4-byte-long match. | COMMENT |
| LOW | ai_instructions/mac_camera/CONTRIBUTION_GUIDE.md | 3 | ## Step 1: Set Up Development Environment | COMMENT |
| LOW | ai_instructions/mac_camera/CONTRIBUTION_GUIDE.md | 33 | ## Step 2: Find Something to Work On | COMMENT |
| LOW | ai_instructions/mac_camera/CONTRIBUTION_GUIDE.md | 57 | ## Step 3: Make Your Changes | COMMENT |
| LOW | ai_instructions/mac_camera/CONTRIBUTION_GUIDE.md | 77 | ## Step 4: Submit Pull Request | COMMENT |
| LOW | Common/Net/HTTPHeaders.cpp | 59 | // Step 1: Method | COMMENT |
| LOW | Common/Net/HTTPHeaders.cpp | 77 | // Step 2: Resource, params (what's after the ?, if any) | COMMENT |
| LOW⚡ | Common/Serialize/Serializer.h | 333 | // Step 1: Measure the space required. | COMMENT |
| LOW⚡ | Common/Serialize/Serializer.h | 339 | // Step 2: Dump the state. | COMMENT |
| LOW⚡ | Common/Serialize/Serializer.h | 346 | // Step 3: Verify the state. | COMMENT |
| LOW⚡ | Windows/Hid/HidCommon.h | 44 | // Step 1: Initialize with 0xFFFFFFFF and process the "Hidden" BT header | COMMENT |
| LOW⚡ | Windows/Hid/HidCommon.h | 47 | // Step 2: Continue the calculation with the actual Report ID and Data | COMMENT |
| LOW⚡ | Windows/Hid/HidCommon.h | 50 | // Step 3: Final XOR (the ~ in C#) | COMMENT |
| LOW⚡ | UWP/PFXKEY_NOTE.md | 14 | ## Step 1: Open the Package Manifest | COMMENT |
| LOW⚡ | UWP/PFXKEY_NOTE.md | 22 | ## Step 2: Go to the Packaging Tab | COMMENT |
| LOW⚡ | UWP/PFXKEY_NOTE.md | 29 | ## Step 3: Choose a Certificate | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | b.sh | 138 | # For the headless cross targets, build a comprehensive GL/GLX stub into | COMMENT |
| MEDIUM | Tools/cpu_fuzz_reduce.py | 53 | # 0 passed, 1 failed (differences in strict mode), 2 reported by the harness as failing. | COMMENT |
| MEDIUM | Core/PSPLoaders.cpp | 557 | // TODO: More robust check. | COMMENT |
| LOW | Core/HLE/NetInetConstants.h | 89 | #define PSP_NET_INET_SO_DONTROUTE 0x0010 // just use interface addresses | COMMENT |
| MEDIUM | Core/MIPS/InterpreterVFPU.cpp | 764 | // Essentially D prefix saturation is forced. | COMMENT |
| MEDIUM | Core/FileSystems/DirectoryFileSystem.cpp | 905 | // Essentially all lowercase files are seen as UPPERCASE. | COMMENT |
| LOW | ext/ffmpeg/libavformat/avformat.h | 1420 | #define AVFMT_FLAG_NOFILLIN 0x0010 ///< Do not infer any values from other values, just return what is stored in the | COMMENT |
| LOW | ext/libpng17/pngstruct.h | 214 | # define PNG_TC_INIT_FORMAT 0x01U /* Initialization step 1: just set 'format', | COMMENT |
| MEDIUM | ext/sol/sol.hpp | 3103 | // Definitely 5.0 | COMMENT |
| MEDIUM | ext/snappy/snappy.cpp | 884 | // Because the least significant 5 bytes matched, we can utilize data | COMMENT |
| MEDIUM | Common/UI/UI.h | 16 | // Simple ID generators. Absolutely no guarantee of collision avoidance if you implement | COMMENT |
| MEDIUM | Common/UI/PopupScreens.cpp | 296 | // TODO: Some more robust check here... | COMMENT |
| MEDIUM | Common/GPU/thin3d.h | 970 | // Total amount of frames rendered. Unaffected by game pause, so more robust than gpuStats.totals.numFlips | COMMENT |
| MEDIUM | SDL/SDLGLGraphicsContext.cpp | 367 | // Definitely don't shutdown here: we'll keep trying more GL versions. | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| HIGH | frametests.py | 143 | except OSError: | CODE |
| HIGH | frametests.py | 743 | except OSError: | CODE |
| HIGH | .ycm_extra_conf.py | 185 | except ValueError: | CODE |
| HIGH | Tools/adhoc_session.py | 63 | except OSError: | CODE |
| HIGH | Tools/adhoc_session.py | 309 | except ProcessLookupError: | CODE |
| HIGH | Tools/headless_bench.py | 74 | except OSError: | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | GPU/Common/SoftwareTransformCommon.cpp | 757 | // Step 2: expand and process primitives. | COMMENT |
| LOW | GPU/Common/VertexShaderGenerator.cpp | 510 | // Step 1: World Transform (bones/skinning is now always handled in decode) | COMMENT |
| LOW | GPU/Common/VertexShaderGenerator.cpp | 819 | // Step 3: UV generation | COMMENT |
| LOW⚡ | ext/snappy/snappy.cpp | 830 | // Step 2: A 4-byte match has been found. We'll later see if more | COMMENT |
| LOW⚡ | ext/snappy/snappy.cpp | 836 | // Step 3: Call EmitCopy, and then see if another EmitCopy could | COMMENT |
| LOW | ext/snappy/snappy.cpp | 760 | // Step 1: Scan forward in the input looking for a 4-byte-long match. | COMMENT |
| LOW | Common/Net/HTTPHeaders.cpp | 59 | // Step 1: Method | COMMENT |
| LOW | Common/Net/HTTPHeaders.cpp | 77 | // Step 2: Resource, params (what's after the ?, if any) | COMMENT |
| LOW⚡ | Common/Serialize/Serializer.h | 333 | // Step 1: Measure the space required. | COMMENT |
| LOW⚡ | Common/Serialize/Serializer.h | 339 | // Step 2: Dump the state. | COMMENT |
| LOW⚡ | Common/Serialize/Serializer.h | 346 | // Step 3: Verify the state. | COMMENT |
| LOW⚡ | Windows/Hid/HidCommon.h | 44 | // Step 1: Initialize with 0xFFFFFFFF and process the "Hidden" BT header | COMMENT |
| LOW⚡ | Windows/Hid/HidCommon.h | 47 | // Step 2: Continue the calculation with the actual Report ID and Data | COMMENT |
| LOW⚡ | Windows/Hid/HidCommon.h | 50 | // Step 3: Final XOR (the ~ in C#) | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | ext/vma/vk_mem_alloc.h | 1744 | -# Create an instance of the #VmaVulkanFunctions structure. | CODE |
| MEDIUM | android/legacy/conv_color.sh | 5 | # Define the base directory to start the search | COMMENT |
| MEDIUM⚡ | assets/compat.ini | 5 | # This file is not meant to be user-editable, although is kept as a separate ini | COMMENT |
| MEDIUM⚡ | assets/compatvr.ini | 5 | # This file is not meant to be user-editable, although is kept as a separate ini | COMMENT |
| MEDIUM | assets/shaders/smiley.py | 9 | # Define the colors (RGBA uint32) | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | frametests.py | 492 | CODE | |
| LOW | test.py | 958 | CODE | |
| LOW | .ycm_extra_conf.py | 150 | CODE | |
| LOW | Tools/arm64_disasm_check.py | 45 | CODE | |
| LOW | Tools/arm64_disasm_check.py | 79 | CODE | |
| LOW | Tools/adhoc_decrypt.py | 47 | CODE | |
| LOW | Tools/adhoc_session.py | 469 | CODE | |
| LOW | Tools/headless_bench.py | 53 | CODE | |
| LOW | Tools/headless_bench.py | 144 | CODE | |
| LOW | Tools/headless_bench.py | 226 | CODE | |
| LOW | Tools/dump_compare.py | 49 | CODE | |
| LOW | Tools/pkg.py | 51 | CODE | |
| LOW | Tools/arm_disasm_check.py | 53 | CODE | |
| LOW | Tools/arm_disasm_check.py | 81 | CODE | |
| LOW | assets/shaders/smiley.py | 36 | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW⚡ | ext/imgui/imgui_demo.cpp | 7832 | ImGui::TextWrapped("Lorem ipsum dolor sit amet"); | CODE |
| LOW⚡ | ext/imgui/imgui_demo.cpp | 7832 | ImGui::TextWrapped("Lorem ipsum dolor sit amet"); | CODE |
| LOW⚡ | ext/imgui/imgui_demo.cpp | 7834 | ImGui::Text("Lorem ipsum dolor sit amet"); | CODE |
| LOW⚡ | ext/imgui/imgui_demo.cpp | 7834 | ImGui::Text("Lorem ipsum dolor sit amet"); | CODE |
| LOW | ext/imgui/imgui_demo.cpp | 9762 | ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor i | CODE |
| LOW | ext/imgui/imgui_demo.cpp | 9762 | ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor i | CODE |
| LOW | ext/imgui/imgui_demo.cpp | 10886 | ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut | CODE |
| LOW | ext/imgui/imgui_demo.cpp | 10886 | ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| HIGH | UI/UIAtlas.cpp | 51 | // I've added shadows to most of those for now. See customKeyImages in GamepadEmu.h. | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| HIGH | GPU/Common/SoftwareTransformCommon.cpp | 479 | // Generated by Gemini, and adapted to fit. | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | test.py | 913 | def missing_loopback_addresses(count): | CODE |
| LOW | ext/vma/vk_mem_alloc.h | 1599 | To be used with function vmaBeginDefragmentationPass(). | CODE |
| LOW | ext/vma/vk_mem_alloc.h | 17647 | - Use function vmaImportVulkanFunctionsFromVolk() to fill in the structure #VmaVulkanFunctions. | CODE |
| LOW | ext/vma/vk_mem_alloc.h | 17968 | The easiest way to copy data from a host pointer to an allocation is to use convenience function vmaCopyMemoryToAllocati | CODE |
| LOW | ext/vma/vk_mem_alloc.h | 17997 | Copy in the other direction - from an allocation to a host pointer can be performed the same way using function vmaCopyA | CODE |
| LOW | ios/generate_icons.py | 43 | def generate_images_for_appearance(img_path, appearance): | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | link_readme.py | 39 | print("Something went wrong, retrying in 10 sec...") | CODE |
| LOW | Tools/image_compare.py | 133 | except Exception as e: | CODE |
| LOW | scripts/websocket-test.py | 55 | except Exception: | CODE |
| LOW | scripts/websocket-test.py | 61 | except Exception as e: | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| HIGH | frametests.py | 185 | self.shell("rm -rf %s/shots && mkdir -p %s/shots" % (shlex.quote(self.dir), shlex.quote(self.dir))) | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | .ycm_extra_conf.py | 93 | # Set this to the absolute path to the folder (NOT the file!) containing the | COMMENT |
| LOW | android/legacy/conv_color.sh | 8 | # Check if the base directory is provided and exists | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | Core/HW/MpegDemux.cpp | 301 | // TODO: implement properly. | COMMENT |