An upload of a storage image up to 1 MiB reads the surface's guest bytes into a baseline (#1599), which a later write-back compares against for blocks the CPU stamped. When a unit shadow, another image's pending results or a recorded GPU store covers the surface, that read goes through the flush hook: the shadow is published and the worker waits for the GPU, although the upload itself runs on the GPU from the import. The baseline is now taken only when nothing of that kind overlaps the surface. Otherwise the image has none, and its write-back keeps the CPU's bytes for stamped blocks, the rule before #1599. TechnicalDebt's entry names the condition. agc_storage_baseline_settled creates a storage image over a watched host import with a recorded store pending over part of it and checks that the upload did not submit the open batch; without the change the baseline read syncs on that store. agc_unchanged_cpu_stamps (#1599) still passes. PPSA14632 (LEGO Horizon Adventures) refreshes such images about 870 times per 10 s from queue 0 dispatches: the hook's recorded-store syncs go from about 3400 waiting 4.0 s to about 630 waiting 0.3 s per 10 s, and a direct dispatch's device call from 356 to 107 us. 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.