Every shader source keeps up to 256 materialized results of Recompile(request, capture) in its result memo, and as many patch recipes in its masked memo, with no limit on their bytes. In Ghost of Tsushima's opening the memos held about 500 MiB after 5 minutes and kept growing, at a 13 % hit rate. Each memo entry now counts the bytes its result's vectors keep (the bindings' vectors included; the module is shared with the prepared module cache), plus its patch recipe in the masked memo. A result held by both tables counts once in each. Past a budget, 256 MiB unless APS5_RESULT_MEMO_MB sets another (0 sets none), the least recently used entries of both tables of all sources are dropped until three quarters of the budget is left. The recency stamps come from one clock for all sources and both tables so they compare across them. The profile line also reports the trimmed and held entries and their MiB. The trim takes its lock blocking and repeats, re-reading the bytes held, until they are within the budget, so the insertion that pushed them over has its trim run after any other; it stops when nothing is left to drop. SetResultMemoBudget and ResultMemoBytes let agc_shader_result_memo_budget check that a memo over its budget keeps the most recently used results and drops the oldest one, with the masked memo off. A one-shot hook inside the trim (SetResultMemoTrimHook) lets agc_shader_result_memo_budget_threads insert two results from other threads after the trim has read the bytes held: the memo must still end within its budget. agc_shader_result_memo_budget_masked, with the masked memo on, checks that a first result counts its masked entry too and that a trim empties the masked memo. 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 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.