Yunus Shaikh 0ba4f056cd fix(agc): stop and join the compare helpers and the pipeline library worker at shutdown
Two more detached driver threads were never stopped: the helpers of the
parallel compare pool, started at the first large compare, and the
pipeline library's job thread, started at the first link-time optimized
pipeline. A process that exited right after starting them killed them
inside the first waits that take winpthreads' global condition-variable
lock, as with the preparation workers.

The driver's shutdown now stops both and joins them, after the device
is reset. A compare in progress finishes first and later compares run
on the caller. The library worker finishes the job it is running, the
jobs still queued are dropped and counted off their device, and later
pipelines are not optimized in the background.
2026-10-15 15:09:33 -07:00
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++ 91.6%
Python 5.6%
CMake 2.5%
JavaScript 0.2%