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Dean Galvin 33f9109999 feat(shader): translate NGG geometry programs to mesh shaders
The geometry path's merged ES/GS programs (VGT_SHADER_STAGES_EN.GS_EN)
were compiled as mesh-stage programs whose input metadata was never
filled in, so every such draw failed with "mesh shader translation
configuration is not supported".

Recompiler:
- BuildShaderStageInputInfo takes the draw's MeshConfiguration; the mesh
  input helpers (primitive size, step and counts) are implemented.
- The prologue emulates one NGG subgroup per workgroup: s2 GS_TG_INFO,
  s3 the merged wave info per wave, the GS vertex offsets (ES thread
  index times VGT_ESGS_RING_ITEMSIZE, odd strip triangles swapped), the
  primitive id, and the ES vertex and instance ids. An indexed draw's
  vertex id is read from the index buffer through a raw V# the driver
  puts in hidden user words 4..7.
- s_sendmsg GS_ALLOC_REQ becomes MeshAllocate. The epilogue zeroes the
  allocation first, clamps it to the output limits, culls primitives no
  thread exported and decodes the 9-bit vertex indices.
- The draw parameters live in the last six push dwords. A BDA fault in
  a mesh program no longer stops the invocation (as for other programs
  with barriers, the fault is recorded and the read returns zero), so
  every invocation reaches the subgroup barriers and the epilogue.
- The cache keys cover the mesh configuration; requests serialize its
  new esgsItemSize field (version 4).

Driver:
- DecodeShaderStages reads VGT_ESGS_RING_ITEMSIZE (now in the draw key)
  and sizes the subgroup for its ES vertices, GS primitives and outputs.
- Stages compile below the mesh draw parameters, which every mesh draw
  pushes; the mesh stage always takes part in the push range.
- The index-buffer V# is set per draw (per record on the CPU-resolved
  indirect path); the index-buffer alias check spares read-only
  elements.
- The workgroup and LocalSize checks count two guest lanes per
  invocation on 32-wide subgroups; mesh draws may carry a first vertex
  or instance.

agc_driver_mesh_tests (EXCLUDE_FROM_ALL, needs VK_EXT_mesh_shader)
recompiles a hand-assembled merged ES/GS program in the PS5 compiler's
layout and draws indexed and non-indexed triangle lists in one- and
two-wave subgroups and a triangle strip across odd-starting subgroups,
reading the pixels back. agc_shader_replay prints a request's draw and
mesh configuration.
2026-09-30 23:57:47 +13:00
.github ci(windows): the WinLibs CMake gets a CA bundle for the FFmpeg download 2026-09-30 09:34:56 +03:00
3rdparty feat(audio): AJM MP3 through FFmpeg, 16-bit and ambisonic AudioOut2, voice 2026-09-29 21:22:15 +03:00
core feat(shader): translate NGG geometry programs to mesh shaders 2026-09-30 23:57:47 +13:00
docs docs: move PR description out of repository and record dialog stub 2026-09-29 19:08:51 +03:00
tools build(release): package libraries under libs subfolder 2026-09-29 02:13:22 +03:00
.gitignore chore(gitignore): ignore build_tools/ secondary CMake tree 2026-09-25 16:27:49 -07:00
.gitmodules feat(audio): AJM MP3 through FFmpeg, 16-bit and ambisonic AudioOut2, voice 2026-09-29 21:22:15 +03:00
CMakeLists.txt fix(build): FFmpeg links into the Linux prx and without Windows libraries there 2026-09-30 09:34:56 +03:00
LICENSE initial commit 2026-08-03 20:02:52 +03:00
README.md chore(readme): return percent calculation info 2026-09-29 02:17:56 +03:00

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.

Status

libraries shaders

progress map

* 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.

List of verified games

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).

Technical debt of the project, code style conventions

Build

The relinker uses only the C++20 standard library and should build with any conforming compiler.

libc.prx implementations contain compiler-specific code. Linux builds work with GCC; on Windows, MinGW-w64 GCC 15.2.0 (winlibs-gcc15, x86_64-ucrt-posix-seh) is currently required.

The project targets maximum compiler portability. Support for additional compilers will be addressed after the first successful game launch.

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.