Crimson af0af833c1 fix(shader): use 64-bit buffer atomics for device-memory LDS
Compute LDS beyond the device's shared-memory limit lives in a storage
buffer, and its 64-bit atomics took a lock in that buffer. AMD's Windows
driver compiles the lock's acquire and release to s_barrier, which inside
the divergent lock loop pairs with the program's own barriers, so the
device-memory case of agc_driver_lds_lock_budget read half its sum.

With shaderBufferInt64Atomics the device-memory LDS now uses a 64-bit view
of the buffer instead: 64-bit atomics are compare-exchange loops on it and
32-bit atomics stay native, so no lock is taken. Without the feature the
lock is kept. The per-workgroup slice is rounded up to an even dword count
so that the 64-bit view stays aligned.
2026-10-18 05:47:30 +03:00
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 5.8%
CMake 2.3%
JavaScript 0.2%