A flip packet delivered the queue's graphics end-of-pipe event after the work recorded before it. On the console a flip raises no such event: its interrupt context is always a typed token that the kernel routes to the display path (PS5 13.60 kernel), and neither Minecraft (PPSA17221) nor Death Stranding 2 (PPSA02015) sends a release that requests one. Death Stranding 2 registers the event before it fills its handler table, so the first flip's event reached a null handler (issue 6462). Minecraft did need it, but only because of when the flip hold ends. It writes its frame label after the flip in the same buffer and, after its next submission, waits on the event until that label is 1. The hold released the title at the flip packet, so it read the label before the worker had written it and slept until the flip event came. The hold now ends when the previous flip submission ran to its end and its recorded GPU work completed, so the label is in memory when the title reads it. The per-queue flip event latch is removed with the event: a queue's own release interrupts deliver as before.
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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.
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 throw a C++ exception, usually std::runtime_error. An exception that nothing catches prints its what() to stderr and ends the process.
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.