0xcrstnandClaude Opus 5.5 35818469df fix(shader): bind an invalid descriptor of a descriptor web arm as a null image
A read split across descriptors binds one image per arm, and the materializer
reads every arm's T# from the SRT at dispatch, although the shader selects
one at run time. An arm that the run does not take may hold no valid T#:
PPSA23566 (UFC 6) compute shader 0x1163c84000 then stopped with "runtime
image descriptor is invalid" while loading a career fight. Its arm is the
loop-entry value of the T# registers, which holds floats until the jump
table writes a T#.

For a read split through a descriptor web, mark the memory of the split
read (MemoryInfo::descriptorWebArm) and the images used only by such reads
(ImageResource::optionalDescriptor, stored in the shader disk cache), and
bind an invalid descriptor of such an image as a null image, as a T# behind
an untaken guarded branch is. A taken arm with an invalid T# then reads
zeros instead of failing. A split along incoming edges keeps requiring a
valid T#, as on main. The descriptor Phi test expects the arms of its loop
web to be optional.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 23:08:34 +03:00
2026-08-03 20:02:52 +03:00

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.

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.

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* 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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