1a74a6cdd9 fix(shader): keep a v_writelane lane known across computed-index window stores
fdfawef324 notes that current LLVM spills SGPRs into VGPRs it allocates like any other
register, so one window register can be an ordinary register early in a
program and hold spill lanes later. ReadLaneEliminator only followed a
spilled lane across M0-indexed window stores for slots never used as
ordinary registers, so RESIDENT EVIL 4 (PPSA07411) and LEGO Horizon
Adventures (PPSA14632) kept their reloaded descriptors as run-time
values and stopped. A known lane can only come from a v_writelane chain,
so keep it across a computed-index store instead; a constant-index store
of the slot still ends the spill. This is fdfawef324's suggestion on
#6277.

That such a store misses the spill cannot be proven for these programs,
so it is checked at run time where a replaced read depends on it: a
backward liveness over each slot and lane whose known value a replaced
read used puts a WindowLaneGuard before every computed-index store at
which that lane is live, and the guard records a WindowLaneSpill fault
when the store changes that lane of the slot. The driver reads the fault
buffer back for every program with such a guard and reports the dispatch
or draw as failed, so a broken assumption is no longer silent. This also
covers the pure spill slots main already folds.

Co-authored-by: fdfawef324 <[email protected]>
Co-Authored-By: Claude <[email protected]>
2026-10-21 20:17:08 +07:00
2026-08-03 20:02:52 +03:00

About

Tool for automatic executables porting to Linux and Windows.

The relinker-only build runs on macOS, including Apple silicon.

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.

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libraries shaders

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* 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.

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