JJenkxandClaude Opus 5.5 87b0ebbcf9 perf(agc): keep full freed-block lists for a thread whose list is empty
The driver's operator new and delete keep up to 64 freed blocks per
16-byte size class per thread (16 above 256 bytes). When blocks are made
on one thread and deleted on another, the deleting thread's list of that
class fills and its further deletes go to the heap, while the making
thread's list stays empty and its allocations go to the heap too. On the
title screen of Spirit of the Island (PPSA13934), with the queue worker
and the draw committer both busy, 14.8M of 58M allocations up to 1 KiB
in 10 s missed the cache, and the deletes that overflowed to the heap
matched the misses class for class. Lists eight times deeper and classes
up to 4 KiB still missed 13.7M times, so the misses are blocks crossing
threads, not bursts deeper than a list.

A delete that finds its thread's list of the class full now hands that
whole list to a per-class depot and starts a new one; an allocation that
finds its thread's list empty takes a list from the depot before going
to the heap. Each depot keeps at most eight lists behind an SRW lock,
about 5 MiB over all classes; a full list past that still goes to the
heap block by block, as before. With this, 0.44M of 66M allocations up
to 1 KiB in 10 s miss on the same screen. A kept list is linked through
its first block's second word, so every class (16 bytes and up) can hold
it.

agc_driver_host_allocator gains a case where one thread makes blocks
that another deletes at the same time, checking their bytes up to the
delete and that private bytes stay flat over 12 rounds of 200k blocks.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 21:01:34 -04:00
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

progress map

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.

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.

Languages
C++ 91.6%
Python 5.6%
CMake 2.5%
JavaScript 0.2%