Replaces the synchronous per-command execution model, and with it the upstream render-target, pipeline-cache, tile-buffer, batched-draw and memory-ownership commits (5a280ce,7ed5a0b,46c799d,598caac,40df528), whose files are removed. - Recorder: one open command buffer per device; dispatches, resident draws, uploads, write-backs, labels, fills and copies record into it; timeline-semaphore serials let drains wait without the GPU mutex; completions run in order at reap. - one worker thread per PM4 queue; labels and stores written by the GPU into the host import; GPU-side DISPATCH_INDIRECT; the buffer-fill kernel replaced by vkCmdFillBuffer; a dispatch cache validated by write watch; filler packets tolerated; rejected submissions dumped. - guest memory: page-state cache, 64 KiB write generations, host imports with VK_EXT_external_memory_host, persistent mirrors of the executable image, GPU copies of misaligned sub-ranges. - textures: shader-written images stay resident with deferred write-back (adjacent-generation rule for packed video planes), sampled views of storage images, DCC key handling, addrlib swizzle equations, bidirectional detiler. - draws: MRT, more formats, dynamic viewport/scissor, cached pipelines, resident 64 KiB targets, draws recorded into the recorder. - ShaderResources: two-stage build, descriptor and sampler caches, a content-keyed resource cache; presentation from the resident image. - a label deferred behind a completion is no longer re-stored by the CPU at reap time unless a write-back overwrote it. Co-Authored-By: Claude Fable 5.1 <[email protected]> Claude-Session: https://claude.ai/code/session_0177gthrWEBBfBu5xJDXgBfo
About
Tool for automatic executables porting to Linux and Windows.
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.
Releases will be published after the first full successful launch of at least one game.
Status
Execution reaches _start, stack unwinding and exception handling tables are built, reaches main. Unsupported or unexpected states strictly throw std::runtime_error. what() is printed to stderr and the process terminates.
The shader recompiler successfully produces validated via Spirv-Tools SPIR-V.
The real game reaches the logo, main menu, and gameplay with audio.
Technical debt of the project, code style conventions
Build
The relinker uses only the C++20 standard library and should build with any conforming compiler.
libc.prx implementations contain compiler-specific code. Linux builds work with GCC; on Windows, MinGW-w64 GCC 15.2.0 (winlibs-gcc15, x86_64-ucrt-posix-seh) is currently required.
The project targets maximum compiler portability. Support for additional compilers will be addressed after the first successful game launch.
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.
License
This project is licensed under the GNU General Public License version 2 only.