main reads target.vertexSubgroups at request version 18 since #4470, so reading the pixel primitive class at 18 as well read a version 18 request written by main one byte short. The class is now written and read at version 19. agc_shader_memory loads a version 18 request as main writes it, and it fails with "truncated data" when the class is read at 18. The composed word no longer reads the Layer builtin for bits 16-28. Draws render to a single layer and guest layer exports are ignored, so no stage writes Layer, and AMD's Windows driver drops the writes of a fragment shader that reads it unwritten (#4800). The field is the constant 0 and pixel_ancillary checks that the composed program has no Layer read. The debt entry names the bits that have no source and are assumed zero (2-7, 12-15, 29-31), and says that a change which makes draws export a layer must restore the read. |
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| .github | ||
| 3rdparty | ||
| cmake | ||
| core | ||
| docs | ||
| tools | ||
| .gitignore | ||
| .gitmodules | ||
| 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.
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
Per-game progress (stage reached, open blockers, libraries and GPU coverage) is tracked on the blocker map, a community project built from public GitHub data (source). Test reports go in the Game bring-up discussions, one thread per title.
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.