SourceVersion hashed every libSceAgcDriver source, so any driver-only change sent the shader disk cache cold: 88 of the last 200 merges on main did; with the inputs below, 51 of them would have. It now covers: - core/shader/recompiler/** (sources, headers, CMake); - prx/libc/include/HostThreadLocal.hpp, the one header the recompiler includes from outside its directory (checked against the ninja deps); - the checked-out commits of SPIRV-Headers and glslang, plus SPIRV-Tools when ANYPS5_ENABLE_SPIRV_TOOLS is on (the submodule HEAD files are build dependencies, so moving a submodule regenerates the version); - the compiler, build type, architecture and C++ flags. Everything else the driver passes to the recompiler arrives in the RecompileRequest, which the per-entry key covers. Two build-time checks keep that true, failing the version step with a message naming the file: - a recompiler source that includes a project header outside the hashed set; - a driver source that calls or using-declares a ShaderRecompiler name not on the reviewed list, pulls in the whole namespace, or sets an environment variable (which could flip a recompiler APS5_* switch behind the key). APS5_* switches are collected from every hashed source. The version script sets cmake_minimum_required: without it CMake 3.x runs it with CMP0054 OLD and reads the quoted section names in its if() tests as variables. |
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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, 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.