#2096 keeps a copy of a storage image's guest bytes so that Refresh can compare memory the write watch does not cover. The host-import upload path takes that copy only when the range is unwatched, but the DCC fast-clear path took it on every upload. Reading the whole surface goes through the flush hook, so each 64 KiB block of a surface that a unit shadow covers recorded a publish and waited for the GPU. The clear path now resolves the surface's host import first (the import can unwatch the range, as a compared host-pointer import does) and takes the copy only when the range is then unwatched, like the import path. Write-watched memory, such as direct memory behind a dma-buf import, skips it; a range that is unwatched later re-uploads instead of comparing, as before #2096. agc_driver_dcc_keys_first_write checks that a fast-cleared upload keeps the copy exactly when its range is unwatched at that point. PPSA14632 (LEGO Horizon Adventures) on Linux, RX 9070 XT: the flush hook waited ~60,000 times per 10 s for these publishes (6.4 s), now ~3,500, and presents rise from ~24 to ~100 per 10 s. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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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.