XairRrR fd77d69394 perf(recompiler): keep image-table indexes in per-thread scratch
Each image-table snapshot and resolution built node-based indexes and
dropped them at the end of the call: an unordered_map of distinct
descriptor words in TableSnapshotter, and in ResolveImageTables a map of
poison records, a set of expected poison codes, a map of bound elements
and an unordered_map of records per table. A table of N distinct entries
cost several allocations per entry on every dispatch.

The words, element and poison indexes are now open-addressing tables over
the vectors they index, and the per-table records a dense array by code.
Their slots live in per-thread scratch stamped per use, so a call reuses
the previous call's storage without clearing it; scratch above 2 MiB is
released after the call. Expected poison codes are a bit vector.

AI-assisted: yes
2026-10-17 17:19:26 +02:00
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%