cacheDrawStages never admitted a draw an indirect packet runs on the CPU path, so a title whose draws are mostly DRAW_INDEX_INDIRECT packets with a patched user word the vertex program reads as a value missed the draw cache on nearly every lookup whatever its size. On Demon's Souls 97 % of the draw packets are such draws and the hit rate stayed at 9 % with APS5_DRAW_CACHE_ENTRIES=32768. APS5_DRAW_CACHE_INDIRECT admits them. A hit reuses the fragment stage and skips the first vertex pass; the stage whose user word the record patches is still re-materialized per record, as the hit path already provided for. Tested: agc_driver_draw_cache_reuse_indirect (three DRAW_INDIRECT draws patching an unfolded user word: one insert and one hit with the knob, none without), the other draw_cache_reuse, key_miss, register_key and draw_cache_relocation tests on lavapipe and an RTX 5070 Ti.
English | Português (Brasil) | Español | 简体中文 | Русский
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.