Since #3878 every vertex program that exports a position also writes gl_ClipDistance for the all-zero position distance. The tessellation stages generated for rect lists declared only gl_Position in gl_in, so their input interface no longer matched the vertex outputs; on MoltenVK the control stage then reads all-zero positions and every rect-list draw stops with "rect-list requires finite nondegenerate axis-aligned positions" (reported in #1). The control and evaluation stages now declare the vertex program's gl_ClipDistance array in their per-vertex blocks and forward it. The generated fourth corner gets the clip distances interpolated with the same weights as its position, so the all-zero position clip keeps working for rect lists. Validation accepts gl_ClipDistance as a tessellation input and as a tessellation-control output. Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01QXdkh9PHBCPqGcGQPeikAe
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.