Brings upstream maina6dcea927under #6300's two commits. Conflicts: - DepthSurface.cpp prepareDepthSampling: #6300's stencil checks are kept and main's752cca10fdrops the ITERATE_256 requirement, so the HTILE check is main's line ("requires pipe-aligned HTILE without VRS"). - DepthSurface.cpp NoteHtileDepthClear and NoteDepthMetadataFill: #6300's clear and fill proofs are kept, written with main's first-refusal-wins DepthSamplingState::Refuse. After the proven whole-fill branch, the remaining fills take main's ForgetClear/NoteHtileClear and single-sample plane-fill paths. - NativeMultisampleDepth.cpp CheckDepthTarget takes both #6300's ClearSource and main's iterate256, in that order; main's ITERATE_256 call passes ClearSource::HtileDispatch. - docs/dev/debt/libSceAgcDriver.md: one entry with #6300's stencil and fill text and main's ITERATE_256 text. Adapted to main: main samples a native multisampled depth target through a shadow copy that is refreshed when the sampled view is looked up (1912045c1,5a0a00f42). CheckStencilTarget recorded its raster and the fetch in one batch, so the fetch read the shadow from before the raster ("native depth-stencil sampled fetch lost a depth sample or a stencil test outcome"). It now submits the raster, looks the view up again and syncs before the fetch, as main's CheckDepthTarget does.
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.