A dispatch whose group count exceeds maxComputeWorkGroupCount aborted the process; a software device (lavapipe) reports the spec minimum 65535, and Ghost of Yotei (PPSA26344) dispatches 129199x1x1 in its presentation path. The count is now recorded as consecutive vkCmdDispatchBase chunks of at most the limit per dimension, each continuing the grid at its base offset (a plain vkCmdDispatch would restart group ids at 0 and re-execute the first chunk's workgroups), with a barrier between chunks so a later chunk sees an earlier one's writes. Compute pipelines are created with VK_PIPELINE_CREATE_DISPATCH_BASE_BIT, which a nonzero base requires. A split on NVIDIA throws instead of dispatching: measured on an RTX 5070 Ti, the driver drops the first workgroups of a vkCmdDispatchBase dispatch with a nonzero base (reproduced with a standalone Vulkan program outside this repository), so its 65535 Y/Z limits cannot be split through. A split of a dispatch whose LDS lives in device memory also throws: its buffer slot base is computed from gl_NumWorkGroups, which inside a chunk is the chunk's count, so workgroups of different chunks would alias (a 1D X split only works because the base degenerates to the group id). Fixes #3212 |
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| 3rdparty | ||
| core | ||
| docs | ||
| tools | ||
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| 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.