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AnyPS5/docs/dev/debt/libSceVdecsw.md
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# libSceVdecsw technical debt
### Unknown function info
- [libSceVdecsw](../../../core/libs/prx/libSceVdecsw/Export.cpp) (libSceVdecsw) - structure layouts follow shadPS4's `vdecsw.h` and were checked against PPSA05684's movie decoder (`movie-decoder-vdecsw.cpp`), which asserts `pictureCount == 1` at offset 0xb of `OutputInfo` and reads `InputResult` offset 0x10 as the number of frames an access unit produced. The compute, decoder memory and decode input structures and the first 0x28 bytes of the 0x50-byte decoder config are those of libSceVideodec2, and decoding goes through it. The 0x78-byte AVC picture info is filled with Videodec2's leading fields and the cropping fields only. OUTPUT_PENDING (0x81510115), INPUT_QUEUE_EMPTY (0x81510116) and DECODE_PENDING (0x81510117) follow from the codes each call's assert accepts. At most four decoded pictures are queued and the last one is held until `sceVdecswFinalizeDecodeSequence`; the console's queue depth is unknown. `sceVdecswSyncDecodeInput` / `sceVdecswSyncDecodeOutput` retry the TrySync variants until they stop returning DECODE_PENDING / OUTPUT_PENDING; they do not sleep beyond a yield, so another thread must drain outputs when the picture queue is full. `sceVdecswGetHevcPictureInfo` still throws: the 0xb8-byte HEVC picture layout is in shadPS4's `vdecsw.h`, but this wrapper only keeps AVC picture info from Videodec2
### Functional
- [sceVdecswGetHevcPictureInfo](../../../core/libs/prx/libSceVdecsw/Export.cpp) (libSceVdecsw) - throws until HEVC picture info is filled from the decoder