sceAgcLinkShaders resolves the rect-list pairing of a pipeline when the title creates it, and three cases ended the title there although the rect-list draw that uses the pipeline builds its pair itself: - a pipeline without a pixel shader reached ResolveGraphicsAbi with a null pixel, which required both stages, although the draw pairs the front stage with the null pixel program; - a stage with no artifact yet, such as a pixel shader that exports stencil on a device without VK_EXT_shader_stencil_export, failed the missing stage artifacts check; - a pair that BuildRectListShaders refuses, such as a pixel input with passthrough interpolation, threw from the builder. The ABI now skips the first two, and logs the third once as a deferral of the pixel shader without recording the pair, so the pair's draw builds it again and fails with the builder's reason. When a draw builds the rectangles of its front stage, only the pair of its own fragment can fail it; the pair of another fragment that has no artifact or that the builder refuses is left to that fragment's draw. A new mode resolves a front stage with a null pixel, with a pixel before it has an artifact, with a pixel that never gets one and with the first pixel's passthrough variant, and expects one deferral with the builder's reason. It then draws the front stage as a rect list with the null pixel program, which succeeds although the other two pairs cannot be built, and with the passthrough pixel, which fails with the builder's reason.
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.