hugodearaujo 5e06fd0776 fix(agc): don't release a label wait on a store its queue already took and reset
A WAIT_REG_MEM passes when the label history holds a store recorded after
the wait's submission entered the driver with a value the compare accepts
(storedSince). A title that resets a label right after each wait on it,
with several submissions of the waiting queue queued at once (each waiting
for the label at its start), had all of those waits released by one store
of the other queue: after the first wait took it and the queue reset the
label, the history still held the store, newer than the later submissions.

Each queue now notes when a wait of it on a dword passed and, when it then
stores to that dword itself, that a store of another queue recorded before
the pass was taken: such a store no longer releases the queue's later waits
on those bytes. Stores the queue makes itself, and the other routes (memory,
the pending-label table, held at submit), are unchanged.
2026-10-29 09:51:27 -03:00
2026-08-03 20:02:52 +03:00

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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.

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

Status

libraries shaders

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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 status and test reports live 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.

AnyPS5 is an independent project and is not affiliated with, authorized or endorsed by Sony Interactive Entertainment. "PlayStation" and "PS5" are trademarks of Sony Interactive Entertainment Inc.

License

This project is licensed under the GNU General Public License version 2 only.

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JavaScript 0.2%