Yunus Shaikh acd74bc6bc perf(agc): replay a reused image table's bound elements without checking each one again
A reused table (FindReusedTable, TableCurrent and CachedTableTextures all hold) still bound every
element through the same path as a fresh one: the filter-minmax, border-swizzle and seamless-cube
requirements, and for each sampler the element is used with, a decode of the sampler's words for
the border and anisotropy checks. For a table of 4,096 elements that was most of a hit, about
1.2 ms per table on lavapipe.

Those checks depend only on the element (its words, resource and texture, which a reused table
holds unchanged), the sampler mask the binding gives the element, and the stage's sampler
sources. A table now records, for each element, whether its bind succeeded or the message that
rejected it, with the binding's sampler masks and the stage's sampler words and flags. A reuse
whose masks and sampler sources are the same replays that: a bound element takes its texture,
layer flag and described range directly, a rejected one is rejected with the recorded message
in the same order, so the fault codes are the ones a full bind assigns. Any other reuse binds
every element with the checks and records the outcome for the next. APS5_NO_TABLE_REPLAY=1 turns
the replay off.

ImageTableReuses reports the replayed tables (also counted as reused). The image table reuse test
checks that the three dispatches of one table replay twice; every case it samples runs both with
and without the replay.
2026-10-15 08:54:40 -07:00
2026-08-03 20:02:52 +03:00

About

Tool for automatic executables porting to Linux and Windows.

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.

License

This project is licensed under the GNU General Public License version 2 only.

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