Every snapshot texture in the sampled texture cache kept a host copy of its guest bytes, used only when the write tracker reports the surface written, to tell a rewrite of the same bytes from a change. The cache budget counts the GPU allocation alone, so the host copies grew with it: PPSA05684 held 2.7 GB of them in its first level. A snapshot larger than 256 KiB is released after the upload when the write tracker (a write generation or an untracked key) can prove the surface unchanged. A tracked write to such a surface re-uploads it instead of comparing bytes; smaller snapshots, and surfaces the tracker cannot vouch for, keep their copy as before. agc_driver_large_tracked_snapshot samples a 1 MiB surface, committed and partially resident: an unchanged surface is reused without reading guest memory, a CPU write is uploaded, and a driver store of the same bytes is uploaded again because no snapshot is left to compare. AI-assisted: yes
About
Tool for automatic executables porting to Linux and Windows.
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.