ConstantFolder::Fold visits each instruction once, in block order. A loop header phi whose back-edge value is a later phi that folds to it in the same pass, such as the header phi of an inner loop in which an S# is copied out and back, is visited before that phi folds and stays a phi of its one definition and itself. Later folds run only after read-lane or masked-select elimination changed the program, and since #4150 the one after masked-select elimination only runs in programs where a PackedAncillary builtin still has live uses. These phis reach resource tracking, which compares descriptor dwords as IR values, so the phi of an S# and the S# itself become two samplers. Two PPSA11386 (007 First Light) pixel shaders each had 21 direct samplers for 6 distinct S# values; at two heap slots each they exceed the 32 sampler slots, and the shaders stopped at their first draw with "shader sampler pairs exceed runtime heap capacity". After its pass over the instructions, Fold now folds the phis of its blocks again until a pass folds none. Each fold turns a phi into an Identity, so the loop ends. Replayed on an older local branch with #4150's restriction in place, the captured requests plan 6 samplers each, one per distinct S#, and recompile. agc_shader_memory compiles an S# copied out and back in three nested loops and sampled before and inside them, with and without a masked write: one sampler and one sampled pair each, two of each before. Co-Authored-By: Claude Opus 5.5 <[email protected]>
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.