LeandroLP23andClaude Opus 5.5 86709434fa test(libkernel): gate the raise-in-system-call hold on the raise sampling the writer
The reader held the pipe for a fixed 100 ms after the main thread flagged
the raise, so a main thread descheduled before sceKernelRaiseException let
the write finish first and the test passed without the system-call path.
The reader now waits until the writer is suspended (NtQueryInformationThread
ThreadSuspendCount), which only the raise does while the write is blocked,
then holds 100 ms.

The handler checked that the write had returned through a flag the writer
sets after fwrite, so a correct delivery between the two failed. It now
checks that the interrupted rip lies in the test's own image.

Two more registrations run the same test with a 200 ms pause before the
raise and with a guest-code spin between fwrite and the flag.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 10:10:01 +01:00
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 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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Python 5.6%
CMake 2.3%
JavaScript 0.3%