The driver keeps the replaced headless VulkanDevice alive next to the windowed one, so a process holds two Graphics::PipelineCache objects for the same vk-pipelines-*.bin. Each saved its own VkPipelineCache over the whole file, periodically and at teardown, so the last writer dropped the other object's pipelines and those of earlier runs. A save now reads the file under a per-path mutex, validates it as the load does, creates a temporary cache from it and merges this object's cache into that temporary one, then writes the result atomically. Merging into the temporary cache keeps the live cache free of the external synchronisation vkMergePipelineCaches requires of its destination. A merge that adds nothing leaves the file as it is, an unreadable file is not written over, and a result smaller than the file on disk or the data loaded at start is not written; an invalid file or one the driver refuses is replaced. Co-Authored-By: Claude Opus 5.5 <[email protected]>
About
Tool for automatic executables porting to Linux and Windows.
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.
License
This project is licensed under the GNU General Public License version 2 only.