Yunus Shaikh 23c201722c perf(agc): validate a cached draw or dispatch by its shared table block's vouch
A cache hit compared every captured region against guest memory, the table's words included:
about 1 MiB and 32,768 regions for Village's heap, 77-81 us per compare. When a capture shared
a column's words by reference (the memo's block), the variant records that block for those
words, and an unwritten block now vouches for them instead: one ShaderMemory::Vouched call per
block (the layout, no pending write, the flush hook, collect and UnchangedSince over the block's
span), then validateCaptured skips the regions the block holds. Regions noted pending are always
compared, and so is everything when the block is gone or refused.

The block keeps its stamp in a shared cell instead of the memo, so a compare that finds the
column unchanged after a store elsewhere in its span renews the stamp for every variant sharing
the block, not just for the thread that compared it. The cell is a sequence lock: a reader that
races a renewal gets no stamp and compares.

APS5_NO_VOUCHED_VALIDATION=1 turns the vouch off. ShaderMemory::Vouches counts vouched and
refused blocks and the words they covered.

Tests: VouchSharedRegions over a strided table (only the table's regions, one block, one call),
refused for a pending GPU write into a record or between records, a changed mapping, CPU, driver
and GPU-result stores, a store between records until a compare renews the stamp, and a released
block; and agc_driver_image_table_vouched_lookups, which dispatches over a write-watched heap
(APS5_WRITE_WATCH_IMPORTS=watch, as on Windows) and checks that hits are vouched for and that a
CPU store, a CP WRITE_DATA pending ahead of the dispatch and a driver store each refuse the vouch
and capture the table again.
2026-10-15 08:54:37 -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.

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