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[PR #3915] [MERGED] Lib.Videodec2: Stub sceVideodec2AllocateComputeQueue to return a valid computeQueue pointer. #3798
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📋 Pull Request Information
Original PR: https://github.com/shadps4-emu/shadPS4/pull/3915
Author: @StevenMiller123
Created: 1/11/2026
Status: ✅ Merged
Merged: 1/11/2026
Merged by: @georgemoralis
Base:
main← Head:vdec2-allocate-compute-queue-stub-improvement📝 Commits (4)
d374e86Stub compute queue output to cpuGpuMemory099aea8Rename namespace1684090Merge branch 'shadps4-emu:main' into vdec2-allocate-compute-queue-stub-improvementcb27063Oops📊 Changes
6 files changed (+41 additions, -13 deletions)
View changed files
📝
src/core/libraries/libs.cpp(+2 -2)📝
src/core/libraries/videodec/videodec2.cpp(+31 -3)📝
src/core/libraries/videodec/videodec2.h(+2 -2)📝
src/core/libraries/videodec/videodec2_avc.h(+2 -2)📝
src/core/libraries/videodec/videodec2_impl.cpp(+2 -2)📝
src/core/libraries/videodec/videodec2_impl.h(+2 -2)📄 Description
Some games check the computeQueue output of sceVideodec2AllocateComputeQueue before performing video decoding. These titles were hanging when they should play videos as a result.
Based on some decompilation and debugging of this library's code, it appears that the returned compute queue pointer is always part of the inputted cpuGpuMemory, so to make affected titles work, I just return the cpuGpuMemory pointer as the compute queue.
This fix brings NEO : The World Ends with You ingame, with no noticeable cutscene issues.
My own testing doesn't reveal any regressions, though I don't have many games using libSceVideodec2.
🔄 This issue represents a GitHub Pull Request. It cannot be merged through Gitea due to API limitations.