agc_storage_kept_unit_settle checked that the GPU-mapped direct memory was write-watched before it made the host import. On Linux, when host imports resolve write protection and dma-buf imports keep it, the host-pointer import is tried first in a window that does not stay watched, and dma-buf only when it fails (importAllocation in GuestBufferMemory.cpp). Where the host-pointer import of shared memory succeeds, as on Intel's ANV, the import takes the direct memory out of the write watch, so the case ran on the compared path: the upload saves the guest bytes, the first write-back keeps unit 0 by comparison and drops the saved bytes of every unit it selected, and the second write-back has nothing to compare. Beforee5449936fit stored every unit whole, over the CPU's byte in unit 0, which is the failure reported on Linux; on main it throws (technical debt: results over memory outside the write watch without saved bytes). Neither depends on the settle change. On Windows, importing watched private memory (compared there) reproduces both: on7e181fcc3, with or without this branch's Texture.cpp change, the second check fails with that message; on main the second write-back throws. The case now checks the write watch again after the import and returns 77, naming the reason, when the import took the memory out of it. Where the import keeps the memory watched (the Windows alias import, a Linux dma-buf import) it runs as before. Co-Authored-By: Claude Opus 5.5 <[email protected]>
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.
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.