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.
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.