Decode and translate v_add/mul/fma/min/max/ldexp_f64, v_trunc/ceil/floor/ rndne/fract_f64, v_frexp_mant/exp_i32_f64 and the f64 <-> f32/i32/u32 conversions. f64 values stay as their raw bits (U64) in the IR and are bitcast to double in SPIR-V, which needs the Float64 capability: the device enables shaderFloat64 when it also preserves signed zero, inf and NaN for 64-bit floats, and the shader declares SignedZeroInfNanPreserve 64. Semantics measured on RDNA2 hardware (8209 inputs per op): literals are the high dword, the 1/(2*pi) inline constant is the exact double, omod is ignored, clamp maps NaN to +0, min/max quiet a signaling NaN and drop a quiet one, NaN results are quiet, and the integer conversions saturate with NaN -> 0. Truncation, rounding and ldexp are done on the bits so they do not depend on the driver: lavapipe returned wrong results for f64 RoundEven and Trunc, and GLSL Ldexp is undefined past +-1024. Fma is NoContraction so RADV keeps it fused. Co-Authored-By: Claude <noreply@anthropic.com> |
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| core | ||
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| 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, 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.