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]>
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.
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.
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.