Alex ColliniandClaude Opus 5.5 7ef917d474 fix(agc): build a 2D read of a 2D array from its base slice alone
A shader that declares a 2D image reads only the base slice of a 2D array
T# (the first-layer view), but the texture was built from every slice the
T# names. In Ghost of Yotei (PPSA26344) such a read names 1537 slices of a
3328x1872 R_X surface: a 12.4 GiB image that does not fit the 4090's
device-local budget and stalls 11-14 s on each rebuild.

The sampled lookups (stage A records, stage B bindings, revalidation and
image tables) now narrow such a T# to its base slice before the cache key,
the decode and the image are made, so a whole-array read of the same T#
keeps its own entry. Views of 1 GiB or more that stay whole are logged with
the guest allocation they lie in and how many of their slices fit it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 15:20:53 +02:00
2026-08-03 20:02:52 +03:00

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 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.

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JavaScript 0.2%