LeandroLP23andClaude Opus 5.5 a69872e516 fix(agc): hand a recorded submission to the driver before the recorder takes its next call
The recorder released its lock between recording a submission, flip or
suspend point and the driver accepting it. Another thread's delta could
then wait for the accepted work, read its blocks, and record itself
after a call whose work the driver had not accepted yet, so the replay
submitted that work before applying stale bytes over its result. The
entry points now pass the driver call to the recorder, which runs it
under the same lock right after recording the call.

agc_driver_frame_replay_concurrent submits copies from a second thread
during the capture and checks that every memory delta was read after
the submissions recorded before it had completed.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 23:20:21 +01:00
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 status and test reports live 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.

Languages
C++ 91.6%
Python 5.7%
CMake 2.3%
JavaScript 0.3%