m.peau 4cbd7a4701 feat(agc): import cleared native multisample D32S8 targets and whole HTILE fills
A 2, 4 or 8 sample D32_SFLOAT_S8_UINT target with its stencil in HTILE is
imported natively when every HTILE word proves both planes cleared: the
depth range as before, and SMem 0 for the stencil. The stencil plane joins
the watched, guarded and generation-checked ranges. A depth-only HTILE,
an unaligned stencil plane, or a word failing either proof is refused with
its own reason.

A fill covering the whole HTILE of a sampled native target is a clear
transition, proven at the next sample like the HTILE mask clear: complete
tracked stores since the fill, no CPU or queued writes, and every word
proving the depth and, with a stencil plane, the stencil clear value. A
partial fill and an HTILE mask clear of a stencil target stay refused.
2026-10-15 15:22:51 +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

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

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.

Languages
C++ 91.8%
Python 5.5%
CMake 2.4%
JavaScript 0.2%