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Simon 27e1122774 feat(libSceAgcDriver): storage image access to depth surfaces
Compute shaders bind the depth and stencil planes of a depth surface as
storage images, to read the depth or to write it before later draws
test against it. The driver kept depth on the GPU and refused such
bindings.

A depth surface now owns one storage image per plane (R32_SFLOAT or
R16_UNORM for depth, R8_UINT for stencil). Binding copies the plane
into it through a staging buffer; a written element is copied back into
the depth image during write-back, so the next draw sees the shader's
depth.

A view whose extent differs from the surface's means the memory was
reused for another texture and takes the ordinary texture path; this
applies to sampled views of a depth surface too.

PPSA15304 copies depth and stencil through storage images every frame.
2026-10-13 15:00:36 +13:00
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3rdparty Merge pull request #4607 from yunusshaikh7/feat/tracy-profiler 2026-10-12 23:09:21 +02:00
cmake feat(agc): report performance timer scopes to Tracy with APS5_ENABLE_TRACY 2026-10-12 12:55:40 -07:00
core feat(libSceAgcDriver): storage image access to depth surfaces 2026-10-13 15:00:36 +13:00
docs Merge pull request #2491 from oneandonlydean/up639/depth-plane-unchanged-copy-on-425 2026-10-13 14:49:05 +13:00
tools Merge pull request #4581 from AlxcBTW/feat/trace-digest 2026-10-12 22:13:37 +02:00
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README.md feat(progress): publish a progress history chart 2026-10-12 21:31:09 +02:00

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

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.