A draw that hits through a relocation alias reuses its donor's stages under a key the cache doesn't hold. It isn't inserted, since cacheDrawStages skips hits, and lookupDraw moves an entry up the LRU only when the entry it hit is the one cached under the draw's own key. So a donor that serves a relocated draw every frame ages to the back of the LRU like an unused entry, and the cache evicts it once other draws insert. Since aliases name a key instead of holding the entry, that eviction also ends the alias, and the next relocated draw misses, compiles and is admitted again, only to age out the same way. A relocated hit now moves its donor to the front of the LRU, with the same rate limit as a direct hit (once per an eighth of the cache's entries in hits). agc_driver_draw_cache_relocation_kept (--kept, with APS5_DRAW_CACHE_ENTRIES=2) teaches a relocation alias, then runs three rounds: two draws of another vertex shader that insert an entry, then a moved draw with the taught contents. Every moved draw has to hit. Without the refresh, the second round's insert evicts the donor and its moved draw misses.
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.
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.
AnyPS5 is an independent project and is not affiliated with, authorized or endorsed by Sony Interactive Entertainment. "PlayStation" and "PS5" are trademarks of Sony Interactive Entertainment Inc.
License
This project is licensed under the GNU General Public License version 2 only.