XairRrR 032ee506b2 fix(agc): keep the mesh index descriptor on relocated draw stages
relocateDrawEntry copied a cached variant field by field and left out
meshIndexDescriptor, which the variant gained in #5791 before #4943 merged.
lookupDraw compares a mesh stage's descriptor with the draw's index buffer
words before validating anything else, and no draw has an all-zero one, so
every relocated mesh-path stage was refused as a differing front stage. With
no hits the shader set's relocation trial stopped admitting new aliases too.

The copy now takes the donor's descriptor, so a relocated mesh stage matches
the same index buffer the donor was built for and misses on any other.

agc_driver_mesh_draw_relocation draws a mesh-path triangle whose vertex
buffer descriptor is loaded through a user-data pointer, at eight addresses
with the same contents: the last four now hit the cached draw (before: four
differing front stages, no hit).

AI-assisted: yes
2026-10-17 13:36:47 +02:00
2026-08-03 20:02:52 +03:00

About

Tool for automatic executables porting to Linux and Windows.

Web converter - files stay on your device.

anyps5_collage1

Includes a relinker that converts executable to the target system's native format and implementations of system prx libraries suitable for dynamic linking. No emulation or separate runtime process.

Discord, Usage, Build instructions, Architecture, Technical debt of the project, code style conventions, contributing

Status

libraries shaders

progress map

Progress history

* System libraries: percentage of the functions known to the project so far (declared in core/libs/prx), not of every PS5 system function. The total grows as more functions are declared.

Unsupported or unexpected states strictly throw std::runtime_error. what() is printed to stderr and the process terminates.

The shader recompiler successfully produces SPIR-V (validated via Spirv-Tools when built with ANYPS5_ENABLE_SPIRV_TOOLS).

Compatibility

Per-game progress (stage reached, open blockers, libraries and GPU coverage) is tracked on the blocker map, a community project built from public GitHub data (source). Test reports go in the Game bring-up discussions, one thread per title.

Input mapping

SDL-mapped game controllers are supported, including analog sticks and triggers. Keyboard and mouse controls can be configured with an anyps5-input.ini file. See input mapping for the supported devices and configuration format.

Disclaimer

This project is intended for interoperability, research, preservation, and compatibility purposes. It does not include, distribute, or require copyrighted software, firmware, cryptographic keys, or proprietary libraries. Users are responsible for ensuring that any binaries used with this project are obtained and used in accordance with applicable laws and their respective license terms.

License

This project is licensed under the GNU General Public License version 2 only.

Languages
C++ 91.8%
Python 5.5%
CMake 2.4%
JavaScript 0.2%