5.5 KiB
Architecture
How a PS5 executable becomes a native Linux or Windows program. Nothing is emulated: the converted executable runs as a normal process and calls native implementations of the system libraries.
Overview
flowchart LR
subgraph input["PS5 game"]
elf["input.elf"]
mods["sce_module/*"]
end
subgraph relinker["relinker (core/relinker)"]
direction TB
intel["--to-intel:<br/>lower AMD-only instructions<br/>(codegen)"]
pipeline["RelinkerPipeline:<br/>read imports by NID,<br/>check syscalls, filter unused NIDs,<br/>build SysV dynamic section"]
guest["GuestModuleBuilder:<br/>convert bundled modules"]
patcher["LinuxElfPatcher / WindowsPePatcher"]
intel -.-> pipeline --> guest --> patcher
end
subgraph build["build (core/libs)"]
direction TB
prx["core/libs/prx/*<br/>shared libraries"]
nid["nid_patcher:<br/>rename exports to their NIDs"]
prx --> nid
end
subgraph out["Native program"]
app["app.elf / app.exe"]
app0["app0/sce_module/*"]
libs["libs/*.prx"]
end
elf --> intel
mods --> guest
patcher --> app
guest --> app0
nid --> libs
app -- "OS loader binds imports by NID" --> libs
app0 -- "OS loader binds imports by NID" --> libs
core/relinker/main.cppruns the steps in this order.--to-intelis optional, see USAGE.md.- Each library in
core/libs/prxbuilds as a shared library. After the build,nid_patcher(core/libs/nid) renames every export to its NID, computed from the function name.APS5_EXPORT("<nid>", func)sets the NID directly when the name is unknown.
Graphics
flowchart LR
game["Game:<br/>command buffers"] --> submit["libSceAgcDriver/Submit<br/>DCB / ACB"]
submit --> pm4["Execution/Pm4:<br/>state, draws,<br/>dispatches"]
pm4 -- "shader + state" --> cache{"Compiled variant<br/>in memory or<br/>on disk?"}
cache -- yes --> vk
cache -- no --> dec
subgraph recompiler["core/shader/recompiler"]
dec["RdnaDecoder"] --> cf["ControlFlow:<br/>graph + structurize"]
cf --> tr["Translation:<br/>RDNA to IR"]
tr --> opt["Optimization:<br/>SSA, resources,<br/>bindings"]
opt --> spv["SpirvBackend:<br/>emit SPIR-V"]
end
spv --> vk["libSceAgcDriver/Graphics:<br/>Vulkan pipeline"]
Recompiler.cppruns the stages in this order. WithANYPS5_ENABLE_SPIRV_TOOLS, the SPIR-V is also validated and optimized with SPIRV-Tools.ShaderRecompiler::Recompilekeeps compiled variants in memory, andShaderDiskCachestores them on disk so later runs reuse them.Driver::RegisterShadersplits shader preparation in two.PlanRegisteredruns on the registering guest thread: it validates the registers and entry point, decodes the code and builds the recompile request, so invalid registrations still fail there. The RDNA to IR translation and resource plan (PrepareShader) run on a background pool ofhardware_concurrency() / 2detached threads (at least 2, 64 MiB stacks).- The snapshot is published as pending.
SourceHandleFor,InvocationForandShaderPreparationTransaction::Edit/Readwait for the pending job before readingPreparedShaders, and rethrow its failure.APS5_SYNC_SHADER_PREPARE=1prepares on the registering thread instead.
Shader MODE register access
GuestContext::floatMode carries the initial shader mode through Recompile and TranslateOptions into each block's TranslationContext. s_getreg_b32 reads confined to MODE bits 0–3 return the selected initial rounding bits in the destination's low bits. Bits 0–1 select f32 rounding; bits 2–3 select f16/f64 rounding. Missing mode metadata retains the legacy round-to-nearest-even assumption. Reading other MODE fields or hardware registers throws.
An immediate MODE write confined to the rounding fields is accepted only when its selected replacement bits equal the initial state. Source bits above the selected width are ignored. s_round_mode similarly compares its low four immediate bits with the initial rounding fields. A state-changing write or an SGPR-sourced MODE write throws with its instruction and program counter. Runtime transitions require control-flow-aware mode tracking and matching arithmetic lowering. Writes to other hardware registers retain their existing behavior and remain technical debt.
The register layout and instruction contract follow AMD RDNA2 ISA sections 5.8 and 6.4, Table 24, cross-checked against LLVM 20.1.8's hardware-register encoding and MODE state analysis. This contract does not establish arithmetic support for every initial mode or console-specific behavior.
agc_shader_mode_register decodes instruction words, builds the control-flow graph and checks production translation without a Vulkan device. It covers rounding subfield reads, masked constant writes, branches, unsupported runtime changes and diagnostics, plus mode propagation through full recompilation. The requirements remain active in Release; CTest bounds execution to 20 seconds.