With pipelined draws, a DISPATCH_DIRECT on queue 0 whose dispatch-cache entry hits with a recipe runs as an ordered commit item instead of draining the pipeline first. Misses, reads that overlap writes still pending in the pipeline, verified data hits and writes that cannot be ranged still drain. A dispatch that is resolved ahead (or adopted from a group resolved ahead) and copy kernels keep the drained path; with the switch on, queue 0 does not resolve dispatch groups ahead, since that drains the pipeline at every group. Off by default. agc_driver_pipelined_dispatch counts drains per opcode (each dispatch drains with the switch off); agc_driver_pipelined_dispatch_item checks that repeated dispatches do not drain, and that a dispatch whose descriptor table a pending fill retargets drains and reads the new buffer. Co-Authored-By: Claude Opus 5.5 (1M context) <[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.