The smallest mip levels of a tiled surface are packed together into one block, the mip tail. A size limit decides which level is the first to go into the tail. For SW_64KB_Z_X, AnyPS5 used the same limit as the other 64 KiB modes. In addrlib, that is only the case on Navi10. On every other GFX10 chip, including the PS5's gfx1013, addrlib halves the limit for 8 and 16 bpp Z_X surfaces: the width at both sizes, and also the height at 8 bpp. The setting behind this is dsMipmapHtileFix (see HwlConvertChipFamily and ComputeSurfaceInfoMacroTiled in gfx10addrlib.cpp). With the larger limit, the tail started too early. For example, a 256x256 R8 surface with 9 levels started its tail at mip 1 instead of mip 2, and took 131072 bytes instead of 196608. Every level was then read and written back at the wrong offset. GetMipTailLayout now halves the limits the same way. Only the level where the tail starts changes; the tail slot positions stay the same. This follows addrlib's setting for gfx1013. The console's own layout has not been measured. Fixes #1590 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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| core | ||
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| CONTRIBUTING.md | ||
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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.