The driver created a windowless Vulkan device at the first dispatch and replaced it with a windowed one at the first flip. The replacement built a second device and re-imported every host import, and the first flip paid for it. VideoOut now creates its window when it starts (the first VideoOut call), at the default 1920x1080 output, and attaches it to the driver (AgcDriverAttachWindow) before the call returns. The driver creates its device with that window, so GPU work and presentation use one device. Present no longer creates or replaces a device. A device created by GPU work before VideoOut started is still replaced, now in AttachWindow. A failure to create the window or the device is thrown from that first VideoOut call instead of terminating the presentation thread. Tests: - video_out_flip_tests onedevice: GPU work, then a flip, leaves one device. - pacing makes its first presentation span vblanks with GPU work queued ahead of the flip; it relied on the device being created at the flip. - unavailable expects the failure from sceVideoOutOpen. - guest_video_out_wqhd_detection writes a param.json for the window title and is skipped without a display or Vulkan device unless ANYPS5_REQUIRE_DISPLAY is set. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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| .github | ||
| 3rdparty | ||
| core | ||
| docs | ||
| tools | ||
| .gitignore | ||
| .gitmodules | ||
| CMakeLists.txt | ||
| CONTRIBUTING.md | ||
| LICENSE | ||
| README.md | ||
README.md
About
Tool for automatic executables porting to Linux and Windows.
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.
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.
Dreaming Sarah (2D platformer) runs at a stable 60 fps on a GTX 1050 Ti / i5-7500 3.4GHz.
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
See the game compatibility list for tested games and known issues.
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.