DecodeShaderStages accepts LS, HS and an NGG passthrough ES, reads the 3-bit VGT_TF_PARAM fields, refuses its other bits but DISTRIBUTION_MODE, and needs HOS levels that keep [1, 63]; 0x286-0x287 join the draw key. Local and domain programs are prepared with their stage group: its headers are merged over one set of defaults, and a local program left unbound by the hull header is prepared at its first draw. The local program ends at its jump into the hull half. TessellationLowering lowers LDS and ring addresses that are affine in the control point and relative index to tessellation interfaces with strides from the code, and refuses accesses outside the patch, per-patch writes from other control points and a modified primitive export. Hull lanes read their own saved exec bit, also of host-subgroup-masked copies; other masks are refused, gl_InvocationID loads as a scalar and factors clamp to 63. |
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| 3rdparty | ||
| cmake | ||
| core | ||
| docs | ||
| tools | ||
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| 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.