A color view of one slice of a 2D array target refreshed the whole array image before each draw, sampled lookup and present. When the array's unused slices lie over other live targets (ps5-opengl declares every target as a two-slice array and allocates the next one over its second slice), each refresh stored the other targets' pending results, wrote back its own and uploaded the whole image from guest memory again, on every pass. StorageTexture::RefreshLayers refreshes the tracked layers that hold the given array layers alone: it flushes and compares their memory only, and results of other images pending over the other layers stay pending. A layer outside the range whose memory changed or that holds another image's pending results is left behind; GenerationFor reports it as never current, so a use over it takes the whole Refresh. It falls back to Refresh for volumes, single-layer and DCC images, an alias, or results of the image pending outside the range. A draw into an array slice, a 2D view of one layer of an array image and a present of one layer use it. The compare memo of untracked memory is kept per range, so a layer refresh's compare is memoized like the whole image's. Co-Authored-By: Claude Opus 5.5 <[email protected]>
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.
License
This project is licensed under the GNU General Public License version 2 only.