thibautandClaude Opus 5.5 a7bfef8f59 perf(shader): keep native f16 conversion NaN results when a startup probe matches RDNA
Native OpFConvert and UnpackHalf2x16 round and handle denormals as RDNA does
under RoundingModeRTE and DenormPreserve 16, but Vulkan leaves the NaN they
return to the driver, so every conversion rebuilds RDNA's NaN with integer
selects (about 55 words per f32 to f16 conversion, 29 per f16 to f32).

ProbeFloat16Conversions runs when the device is created: v_cvt_f32_f16 over
all 65,536 halves and v_cvt_f16_f32, v_cvt_pkrtz_f16_f32 and a round trip
over every NaN payload class, signalling NaNs, denormals, ties and overflow,
under four float modes, each compiled with the rebuilt NaN and with the
native result, inputs read from a buffer. SpirvTarget::float16WidenNans and
float16NarrowNans are set per direction only when every result matches; both
are in the recompile cache key. APS5_NO_NATIVE_F16_NANS skips the probe.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01PHJtpJ4hw3KWJhobipK8ia
2026-11-04 19:26:25 +01:00
2026-08-03 20:02:52 +03:00

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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 shader forms decoded, counted from the code implemented in 7 days

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 throw a C++ exception, usually std::runtime_error. An exception that nothing catches prints its what() to stderr and ends the process.

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++ 91.5%
Python 5.6%
CMake 2.5%
JavaScript 0.3%