An unwritten column was vouched for run by run: ShaderMemory::unchangedSince, with its pending write query, flush hook, collect and tracker lock, once per contiguous run of the words the column read. A heap whose records are wider than the descriptor they hold, like Resident Evil Village's T#s of 8 dwords at a 48-byte stride, makes every record its own run: 32,768 calls per reuse there. Each capture also took a new stamp before it looked at the memo, so a hit paid the pending query, flush and collect twice. The memo's words now carry the range their runs span, and a reuse vouches for that range in one call. The range covers more than the runs (the bytes between records), so a store between two records refuses the vouch and the column is compared instead: still exact, never stale. A hit is tried before the capture stamps the column; the stamp is taken only when the memo cannot be reused unwritten. ShaderMemory::Vouches counts the vouch calls. The test reads a strided table of 4,096 records and checks that its reuse vouches in one call, that a store between records compares and keeps the column, and that a store into a record reads it again.
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.