Yunus Shaikh 8eba29aeef Merge main into fix/agc-msaa-d32s8-separate-stencil
Brings upstream main a6dcea927 under #6300's two commits.

Conflicts:
- DepthSurface.cpp prepareDepthSampling: #6300's stencil checks are kept
  and main's 752cca10f drops 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.
2026-10-21 22:49:54 +00:00
2026-08-03 20:02:52 +03:00

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.

anyps5_collage1

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

libraries shaders

progress map

Progress history

* 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.

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C++ 91.6%
Python 5.6%
CMake 2.5%
JavaScript 0.2%