AnyPS5/docs/dev/ARCHITECTURE.md

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Architecture

How a PS5 executable becomes a native Linux or Windows program. Nothing is emulated: the converted executable runs as a normal process and calls native implementations of the system libraries.

Overview

flowchart LR
    subgraph input["PS5 game"]
        elf["input.elf"]
        mods["sce_module/*"]
    end

    subgraph relinker["relinker (core/relinker)"]
        direction TB
        intel["--to-intel:<br/>lower AMD-only instructions<br/>(codegen)"]
        pipeline["RelinkerPipeline:<br/>read imports by NID,<br/>check syscalls, filter unused NIDs,<br/>build SysV dynamic section"]
        guest["GuestModuleBuilder:<br/>convert bundled modules"]
        patcher["LinuxElfPatcher / WindowsPePatcher"]
        intel -.-> pipeline --> guest --> patcher
    end

    subgraph build["build (core/libs)"]
        direction TB
        prx["core/libs/prx/*<br/>shared libraries"]
        nid["nid_patcher:<br/>rename exports to their NIDs"]
        prx --> nid
    end

    subgraph out["Native program"]
        app["app.elf / app.exe"]
        app0["app0/sce_module/*"]
        libs["libs/*.prx"]
    end

    elf --> intel
    mods --> guest
    patcher --> app
    guest --> app0
    nid --> libs
    app -- "OS loader binds imports by NID" --> libs
    app0 -- "OS loader binds imports by NID" --> libs
  • core/relinker/main.cpp runs the steps in this order. --to-intel is optional, see USAGE.md.
  • Each library in core/libs/prx builds as a shared library. After the build, nid_patcher (core/libs/nid) renames every export to its NID, computed from the function name. APS5_EXPORT("<nid>", func) sets the NID directly when the name is unknown.

Graphics

flowchart LR
    game["Game:<br/>command buffers"] --> submit["libSceAgcDriver/Submit<br/>DCB / ACB"]
    submit --> pm4["Execution/Pm4:<br/>state, draws,<br/>dispatches"]
    pm4 -- "shader + state" --> cache{"Compiled variant<br/>in memory or<br/>on disk?"}
    cache -- yes --> vk
    cache -- no --> dec

    subgraph recompiler["core/shader/recompiler"]
        dec["RdnaDecoder"] --> cf["ControlFlow:<br/>graph + structurize"]
        cf --> tr["Translation:<br/>RDNA to IR"]
        tr --> opt["Optimization:<br/>SSA, resources,<br/>bindings"]
        opt --> spv["SpirvBackend:<br/>emit SPIR-V"]
    end

    spv --> vk["libSceAgcDriver/Graphics:<br/>Vulkan pipeline"]

Shader MODE register access

GuestContext::floatMode carries the initial shader mode through Recompile and TranslateOptions into each block's TranslationContext. s_getreg_b32 reads confined to MODE bits 0–3 return the selected initial rounding bits in the destination's low bits. Bits 0–1 select f32 rounding; bits 2–3 select f16/f64 rounding. Missing mode metadata retains the legacy round-to-nearest-even assumption. Reading other MODE fields or hardware registers throws.

An immediate MODE write confined to the rounding fields is accepted only when its selected replacement bits equal the initial state. Source bits above the selected width are ignored. s_round_mode similarly compares its low four immediate bits with the initial rounding fields. A state-changing write or an SGPR-sourced MODE write throws with its instruction and program counter. Runtime transitions require control-flow-aware mode tracking and matching arithmetic lowering. Writes to other hardware registers retain their existing behavior and remain technical debt.

The register layout and instruction contract follow AMD RDNA2 ISA sections 5.8 and 6.4, Table 24, cross-checked against LLVM 20.1.8's hardware-register encoding and MODE state analysis. This contract does not establish arithmetic support for every initial mode or console-specific behavior.

agc_shader_mode_register decodes instruction words, builds the control-flow graph and checks production translation without a Vulkan device. It covers rounding subfield reads, masked constant writes, branches, unsupported runtime changes and diagnostics, plus mode propagation through full recompilation. The requirements remain active in Release; CTest bounds execution to 20 seconds.

  • Recompiler.cpp runs the stages in this order. With ANYPS5_ENABLE_SPIRV_TOOLS, the SPIR-V is also validated and optimized with SPIRV-Tools.
  • ShaderRecompiler::Recompile keeps compiled variants in memory, and ShaderDiskCache stores them on disk so later runs reuse them.