Capturing a shader threw "null or misaligned address" when the flat SRT walk read through a pointer loaded from memory that is null or unmapped, even when the program skips that s_load. Such a read now yields zero and a record with its pc and address, as does a slot whose address needs it. The registered artifact checks one flag word per guarded slot at each ReadConst; the capture appends the flags and the records to the flattened SRT, and a set flag raises an Unmapped BDA fault through the fault buffer and stops the invocation as a BDA read does. Nothing per capture enters a key: poisoned and clean captures share one variant and specialization. Descriptors, branch conditions, uniform fills, table bases and user-data pointers that need such a value still throw, and poisoned results stay out of the dispatch and draw caches. The shader disk cache format becomes 21. |
||
|---|---|---|
| .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, 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.