NikoandClaude Opus 5.5 49de394787 test(agc): compare the copied compiled information with the moved one
The reused program hands out its compiled information through
IrProgram::CompiledInfo() const&, while compileVariant still moves it out
with TakeCompiledInfo(). The layout-pair fixtures are pixel shaders whose
user-data base, scratch size and parameter export mask are all zero, so
the comparison with isolated compiles could not tell whether the copy
kept those fields: a copy that zeroed them still passed.

Translate a compute program with a user-data base of 2 and 64 scratch
dwords and require the copied and the moved information to agree on
every field. Zeroing those fields in the copy now fails
agc_shader_layout_pair and agc_shader_layout_pair_off.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 07:35:44 +02:00
2026-08-03 20:02:52 +03:00

About

Tool for automatic executables porting to Linux and Windows.

Web converter - files stay on your device.

anyps5_collage1

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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.

Usage, Build instructions, Architecture, Technical debt of the project, code style conventions, contributing

Status

libraries shaders

progress map

Progress history

* 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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JavaScript 0.2%