The draw cache sets each fresh stage capture against the variants it keeps (insertDrawEntry), and the dispatch cache sets a fresh capture against its front variant, by comparing every captured word. A 32,768-record table column is 262,144 of them, so each compare went through 1 MiB on each side even when both captures had copied the column from the same shared block. A variant now records the words it copied from a block the shader memory shares (SharedWords: where they sit in the capture and in the block, and a weak reference to the block; consecutive pages of one block join into one entry). SameCapturedWords takes the words both captures copied from the same place of the same block as equal, since a block never changes, and compares the words around them as before. Two blocks with equal words, words read into pages and a released block fall back to the word compare. The reference is weak, so a kept variant holds no block alive, and a released block's identity cannot pass to a new one: its control block stays until the last weak reference goes.
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.