A draw served through a relocated entry can also be a stage data hit on the same stage. lookupDraw builds the stage data result first: patchDataWords copies the variant's compiled result and refreshes the flattened SRT data words. Only afterwards does draw apply the relocation's shaderDataPatches, and only to matched[i]->compiled. programResults[i] prefers stageData[i].compiled, so the stage was drawn with the push constants and ShaderData user-word slots of the donor draw. Pointers the shader reads at run time, which relocation had moved, kept the donor's old values. After applying a variant's shaderDataPatches, the stage data result of the same stage is now rebuilt from the patched variant with the words the lookup refreshed, so it carries both the new user words and the refreshed data words. Variants without pending patches are skipped as before. Found by reading the hit path: patchDataWords copies *variant.compiled (VariantValidation.cpp) before applyShaderDataPatches replaces it (DrawRelocate.cpp), and Draw.cpp selects the stage data copy when one exists. Builds on Windows (MinGW GCC 15.2). A regression test that drives a relocated stage data hit is still to be added.
About
Tool for automatic executables porting to Linux and Windows.
Web converter - files stay on your device.
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
* 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.